Foot Mystic
Common · Creature — Human Ninja Warlock
3.8WeakRank 170 of 190
50.4%Rank 177 of 184 by win rate, card in hand · set average: 57.7%
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 good playable, but is sometimes cut (3.8/10).
Why. A 2/4 lifelinker for four that blocks well and gains life. If a permanent left the battlefield under your control this turn, Disappear also brings a 1/1 black Ninja creature token, which makes it a better rate.
Risks. If no permanent left the battlefield this turn, you only get a 2/4 body: sturdy, but not threatening. Disappear needs you to lose or sacrifice a permanent the same turn.
In the draft. A fine filler common for a defensive black deck. Take it as a mid-curve four-drop, behind removal and stronger creatures.
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 : -2.4 win-rate points
Its place in the set
- Common: rank 53 of 67
- Black: rank 26 of 28
- Cost 4: rank 28 of 32
- Average pick: 10.9 (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 copy53.3 % · 7,453 games
- 2 copies51.7 % · 1,139 games
- 3 copies47.1 % · 104 games
Win rate since the set came out (card in hand)
- First two weeks52.5 % · 2,748 games
- Next two weeks50.3 % · 1,002 games
- After that56.5 % · 168 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
- Skateboard357 games · 54.9 % (instead of 49.2% expected)
- Punk Frogs242 games · 52.9 % (instead of 47.9% expected)
- Mutant Chain Reaction608 games · 51.5 % (instead of 46.7% expected)
- Mikey & Leo, Chaos & Order360 games · 56.1 % (instead of 51.5% expected)
Cards it wins less with
- Everything Pizza579 games · 49.7 % (instead of 55.6% expected)
- Splinter's Technique274 games · 43.4 % (instead of 48.9% expected)
- Omni-Cheese Pizza1,425 games · 49.8 % (instead of 53.3% 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.




