Retro-Mutation
Common · Enchantment — Aura
4.0WeakRank 167 of 190
55.1%Rank 126 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 (4.0/10).
Why. A three-mana Aura with flash that turns a creature into a 0/1 Turtle with no abilities that cannot attack. It is near-complete removal, and you can cast it during an opposing attack.
Risks. The creature stays on the battlefield and can still block. It remains exposed to bounce or enchantment removal.
In the draft. A good blue pseudo-removal: take it after direct 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 : +3.0 win-rate points
Its place in the set
- Common: rank 52 of 67
- Blue: rank 25 of 28
- Cost 3: rank 42 of 46
- Average pick: 9.2 (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 copy54.4 % · 18,343 games
- 2 copies52.6 % · 5,280 games
- 3 copies51.2 % · 727 games
- 4 copies or more45.9 % · 135 games
Win rate since the set came out (card in hand)
- First two weeks55.0 % · 8,315 games
- Next two weeks56.2 % · 3,676 games
- After that55.6 % · 635 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
- Raphael, Ninja Destroyer358 games · 53.9 % (instead of 48.9% expected)
- Turtles in Time192 games · 51.6 % (instead of 46.6% expected)
- Jennika's Technique758 games · 56.6 % (instead of 51.8% expected)
- Kitsune's Technique183 games · 43.2 % (instead of 39.0% expected)
Cards it wins less with
- Tokka & Rahzar, Terrible Twos229 games · 46.3 % (instead of 50.0% expected)
- Putrid Pals775 games · 43.7 % (instead of 47.1% expected)
- Turtle Lair1,115 games · 51.4 % (instead of 54.2% expected)
Where it is played
R/U · 44 %G/U · 43 %
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.




