Water Tribe Rallier
Uncommon · Creature — Human Soldier Ally
7.2Very goodRank 37 of 281
59.6%Rank 37 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 uncommon of the format (7.2/10).
Why. A 2/2 for two that turns into a late-game engine: its waterbend ability looks at the top four cards and lets you take a creature with power 3 or less. It can be repeated as often as you can pay.
Risks. Five mana per activation, even paid by tapping creatures and artifacts, is a lot. It only finds creatures with power 3 or less, and the lone 2/2 dies quickly.
In the draft. A good pick for white decks full of creatures. It fills your turn-two slot and keeps you from running out of cards later.
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 : +3.0 win-rate points
Its place in the set
- Uncommon: rank 7 of 110
- White: rank 9 of 40
- Cost 2: rank 7 of 74
- Average pick: 3.0 (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 copy58.0 % · 59,166 games
- 2 copies59.6 % · 8,154 games
- 3 copies61.6 % · 706 games
Win rate since the set came out (card in hand)
- First two weeks60.6 % · 16,896 games
- Next two weeks58.6 % · 8,587 games
- After that58.6 % · 6,053 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
- Earthen Ally1,779 games · 61.3 % (instead of 57.5% expected)
- Energybending569 games · 57.1 % (instead of 54.8% expected)
Cards it wins less with
- The Spirit Oasis463 games · 46.2 % (instead of 51.3% expected)
- Obsessive Pursuit1,792 games · 54.9 % (instead of 58.4% expected)
- Fated Firepower658 games · 55.9 % (instead of 59.1% expected)
Where it is played
B/W · 30 %G/W · 28 %
Played in 11% of the decks of the set
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.




