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Uncommon · Enchantment
5.0PlayableRank 190 of 281
54.6%Rank 166 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 solid playable that rarely gets cut (5.0/10).
Why. A three-mana white enchantment that gives +X/+X to a creature that attacks alone, X being your number of creatures. If needed, you can discard it for three mana to deal damage equal to your creature count to a target creature.
Risks. Slow as an enchantment, and the discard mode depends on your creature count, so it is weak on an empty board. Attacking alone costs you against blockers.
In the draft. A flexible card that serves as conditional removal and offensive boost: good in a white deck with plenty of creatures. Take it as extra removal.
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 : -0.5 win-rate points
Its place in the set
- Uncommon: rank 73 of 110
- White: rank 32 of 40
- Cost 3: rank 41 of 64
- Average pick: 3.8 (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.
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 copy55.7 % · 39,756 games
- 2 copies54.9 % · 3,421 games
- 3 copies46.7 % · 150 games
Win rate since the set came out (card in hand)
- First two weeks55.7 % · 10,080 games
- Next two weeks55.3 % · 5,075 games
- After that54.1 % · 3,554 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
- Jet's Brainwashing549 games · 58.7 % (instead of 53.8% expected)
- War Balloon1,338 games · 57.5 % (instead of 54.1% expected)
- How to Start a Riot3,482 games · 57.3 % (instead of 54.1% expected)
- Cunning Maneuver2,417 games · 57.5 % (instead of 54.8% expected)
Cards it wins less with
- Giant Koi3,200 games · 50.8 % (instead of 54.0% expected)
- Yue, the Moon Spirit1,089 games · 49.6 % (instead of 52.6% expected)
- Fire Nation Attacks1,777 games · 52.6 % (instead of 55.5% 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.




