Michelangelo's Technique
Rare · Sorcery
4.6WeakRank 144 of 190
55.2%Rank 125 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 solid playable that rarely gets cut (4.6/10).
Why. A sorcery that looks at the top eight cards and puts up to two creature cards with total mana value 6 or less onto the battlefield. In a well-built deck it puts two bodies out at once. With Sneak, it costs four instead of five.
Risks. Everything depends on creature density: without enough targets, you get little. It can whiff entirely if the top of your library is poor.
In the draft. Playable in green decks heavy on creatures. Do not take it high: a normal deck rarely has enough creatures to make it shine.
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 : +5.6 win-rate points
Its place in the set
- Rare: rank 44 of 53
- Green: rank 19 of 27
- Cost 5: rank 16 of 23
- Average pick: 4.3 (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 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
- Krang & Shredder283 games · 59.7 % (instead of 52.2% expected)
- Mutant Chain Reaction586 games · 52.4 % (instead of 46.5% expected)
- Punk Frogs235 games · 53.6 % (instead of 47.7% expected)
- Uneasy Alliance250 games · 59.2 % (instead of 54.0% expected)
Cards it wins less with
- Manhole Missile198 games · 42.4 % (instead of 53.9% expected)
- Donatello, Way with Machines375 games · 44.8 % (instead of 52.0% expected)
- Mind Transfer Protocol234 games · 46.2 % (instead of 52.4% 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.




