Iroh, Tea Master
Rare · Legendary Creature — Human Citizen Ally
7.0GoodRank 48 of 281
57.6%Rank 72 of 279 by win rate, card in hand · set average: 56.2%
How are these measures computed?
Pick rating. The pick rating estimates what a card is worth when you choose it, before there are results: it combines several signals (expert evaluations, the choices of strong players, characteristics of the card such as its cost and rarity) and was tuned on the results of decks of strong players. It is for comparing cards while you draft.
Observed strength. The observed strength is the win rate of the games in which the card was in hand at some point (opening hand or drawn), from hundreds of thousands of real games of online draft players since the set came out. The rank compares the cards seen in at least 1,000 games. It does not correct for the strength of the deck the card is played in, and a result stays uncertain for a card that is played little (about 1.6 points of margin at 1,000 games).
A very good rare of the format (7.0/10).
Why. A 2/2 for three that makes a Food token when it enters. Its second ability is unusual: at the beginning of combat on your turn you may give an opponent a permanent to create a white 1/1 Ally creature token, which gets a +1/+1 counter for each permanent you own that your opponents control.
Risks. Giving a permanent to the opponent is risky: you help them if it is good. You have to pick unimportant permanents, like the Food. The 2/2 body is fragile.
In the draft. A pick for red-white decks, to be played thoughtfully. It is not a card to take early: its value depends on how you use it.
Win rate of the card
Percentage of games won by the decks that play this card, depending on when it shows up, from the real games of the set.
Gap when it is drawn, against the games where it is not : +2.7 win-rate points
Its place in the set
- Rare: rank 22 of 60
- Multicolour: rank 13 of 51
- Cost 3: rank 11 of 64
- Average pick: 4.8 (1 = taken first from a pack; the lower the number, the earlier players choose it)
Win rate by colour pair
Percentage of games won by the decks of each pair that play the card, with the number of games. The pairs are the two main colors of the deck: when the card has a color outside the pair, the deck plays it as a splash (marked “splash”). A pair that has an archetype in this set leads to its guide.
splash
splash
splash
Win rate: strong players and all players
Percentage of games won when the card is in hand; strong players are those ranked diamond or mythic online.
Win rate on the play and on the draw
Win rate by number of copies in the deck
- 1 copy56.3 % · 16,582 games
- 2 copies58.7 % · 1,348 games
Win rate since the set came out (card in hand)
- First two weeks57.4 % · 3,759 games
- Next two weeks57.8 % · 2,297 games
- After that57.1 % · 1,743 games
Win rate alongside other cards
Win rate of the decks that play both cards, compared with the one you would expect from what each card gets alone. At least 150 games together.
Cards it wins more with
- Fire Nation Palace1,026 games · 58.2 % (instead of 54.9% expected)
- Secret Tunnel1,143 games · 60.3 % (instead of 57.2% expected)
- How to Start a Riot3,893 games · 57.8 % (instead of 55.0% expected)
- Twin Blades2,434 games · 59.3 % (instead of 56.7% expected)
Cards it wins less with
- Boiling Rock Prison1,083 games · 50.0 % (instead of 54.3% expected)
- Misty Palms Oasis1,168 games · 51.6 % (instead of 55.6% expected)
- Raucous Audience1,433 games · 52.8 % (instead of 56.4% expected)
Other cards of the same cost and colours
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.




