The Last Ronin's Technique
Uncommon · Instant
7.7Very goodRank 15 of 190
59.5%Rank 41 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).
One of the very best uncommons of the format (7.7/10).
Why. An instant that creates three 1/1 Ninja Turtle Spirit tokens, as ambush blockers or at the end of your opponent's turn. With Sneak it costs two and the tokens enter tapped and attacking, at the price of the attacker you return to hand.
Risks. Sneak costs tempo, since you must return an unblocked attacker to hand. Otherwise four mana for three small bodies is fine, nothing more.
In the draft. Good in a white creature deck, notably white-black. Take it in the middle of your white picks.
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 : +1.4 win-rate points
Its place in the set
- Uncommon: rank 11 of 55
- White: rank 6 of 28
- Cost 4: rank 3 of 32
- Average pick: 3.8 (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 copy58.9 % · 19,507 games
- 2 copies59.3 % · 4,619 games
- 3 copies59.9 % · 548 games
Win rate since the set came out (card in hand)
- First two weeks60.2 % · 7,618 games
- Next two weeks59.5 % · 3,233 games
- After that56.0 % · 636 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
- Ninja Teen1,927 games · 62.0 % (instead of 59.2% expected)
- Northampton Farm653 games · 60.3 % (instead of 57.7% expected)
- Bebop & Rocksteady309 games · 59.5 % (instead of 57.2% expected)
- Mikey & Leo, Chaos & Order813 games · 59.8 % (instead of 57.6% expected)
Cards it wins less with
- Jennika's Technique186 games · 50.5 % (instead of 57.0% expected)
- Omni-Cheese Pizza1,699 games · 53.6 % (instead of 59.4% expected)
- Weather Maker628 games · 54.8 % (instead of 59.8% expected)
Where it is played
B/W · 42 %R/W · 37 %
Played in 13% 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.




