Mind Transfer Protocol
Common · Instant
5.2PlayableRank 116 of 190
57.2%Rank 88 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 (5.2/10).
Why. A three-mana instant that turns the target into an artifact creature with base power and toughness 4/5 until end of turn, and draws you a card. It can turn a small creature into a good blocker or attacker, or shrink an oversized enemy mid-combat.
Risks. The effect lasts only this turn and kills nothing on its own. It needs a good read of combat to matter.
In the draft. A fair pick for a blue deck that likes combat tricks. Do not take it over 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 : +1.9 win-rate points
Its place in the set
- Common: rank 26 of 67
- Blue: rank 18 of 28
- Cost 3: rank 26 of 46
- Average pick: 10.1 (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 copy56.1 % · 19,505 games
- 2 copies57.4 % · 4,653 games
- 3 copies58.3 % · 641 games
- 4 copies or more52.3 % · 153 games
Win rate since the set came out (card in hand)
- First two weeks56.5 % · 7,993 games
- Next two weeks59.3 % · 3,886 games
- After that58.5 % · 771 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
- Skateboard657 games · 54.8 % (instead of 52.6% expected)
- Raph & Mikey, Troublemakers1,448 games · 58.6 % (instead of 56.7% expected)
- Raphael, the Nightwatcher1,533 games · 57.3 % (instead of 55.6% expected)
Cards it wins less with
- Michelangelo's Technique234 games · 46.2 % (instead of 52.4% expected)
- Groundchuck & Dirtbag529 games · 49.0 % (instead of 55.1% expected)
- Old Hob, Alleycat Blues663 games · 47.1 % (instead of 52.6% expected)
Where it is played
R/U · 52 %U/W · 40 %
Played in 14% 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.




