Aggressive, and it turns opponent life loss into card advantage and hand disruption. The best deck in the format, built from the worst colour.



Ten families, six mechanics, and every ranking measured against 931,230 recorded games. It looks like the gentlest set ever printed. It is the fastest and most punishing format in this entire archive.
Every other chapter here is expert judgment, recorded before or during the format. This one is the account of what followed. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or on the battlefield. Set median is 55.6 percent.
| Colors | Family | Plan | Win rate | Games | |
|---|---|---|---|---|---|
| BR | Lizards | Opponent life loss | 56.0% | 81,966 | |
| WG | Rabbits | Tokens and anthems | 55.6% | 136,832 | |
| BG | Squirrels | Food and forage | 55.6% | 152,863 | |
| WB | Bats | Lifegain and life loss | 55.4% | 107,443 | |
| UG | Frogs | Blink and bounce | 54.9% | 109,145 | |
| WR | Mice | Valiant aggro | 54.5% | 91,224 | |
| RG | Raccoons | Expend aggro | 53.8% | 64,428 | |
| UB | Rats | Graveyard threshold | 53.6% | 57,698 | |
| WU | Birds | Fliers | 52.4% | 31,450 | |
| UR | Otters | Spells and prowess | 50.8% | 38,679 |
Bloomburrow holds two records across every set in this archive, and they are the same record twice. It has the shortest average game at 8.93 turns, and it has the largest play advantage at 6.8 points, 58.0 percent on the play against 51.2 on the draw. For comparison, Aetherdrift ran 9.49 turns and Duskmourn, a horror set, gave only 4.7 points to the player on the play.
A six point tempo swing from a coin flip is enormous. It means the format punishes every turn you spend not affecting the board: every tapped land, every do-nothing enabler, every card that needs a second card to matter. The cute art is doing a lot of work to disguise what is, by the numbers, the meanest format here.






Every card with at least two thousand recorded games, bucketed by the mechanic printed on it and compared against the set median of 55.6 percent. Six mechanics, and they split neatly by whether they cost you tempo.
The best of the six, though only eight cards carry it. Exiling three cards or eating a Food is a cost you pay from surplus, not from your curve.
Pay extra later for a second body. It is optional, which is the whole point: you never lose tempo you did not choose to spend. 17 cards.
Rewards using all your mana, which you wanted to do anyway. Roughly neutral. 10 cards.
Seven cards in the graveyard is a real ask in a format that ends on turn nine. 7 cards.
Needs a second card aimed at the first one. That is two cards for one effect in the fastest format measured. 9 cards.
The worst of the six, and the largest bucket at 22 cards. You hand the opponent a real card or a real body, and the payoff rarely covers it.
Ten Talents, all enchantments that level up as you meet conditions, all built from the same template. They range from the 96th percentile to the 2nd, a spread of 17.2 points from Innkeeper's Talent at 62.9 percent down to Artist's Talent at 45.7. That is wider than the gap between the best and worst decks in the format.
Treating them as a cycle is the mistake. Innkeeper's and Hunter's are genuine high picks. Gossip's and Artist's are among the worst cards in the set, and Artist's Talent is a rare.







An additional cost paid as you cast. Pay it and the creature brings a 1/1 token copy of itself, keeping its abilities.
Powerful because it is optional. Cast it on curve early, and pay the Offspring cost later when you have the spare mana.
A cost on green and black cards: either exile three cards from your graveyard, or sacrifice a Food.
Any green or black deck can eventually forage, but most forage cards are weak without enablers, so take the Food makers alongside them.
A kicker variant. You promise the opponent something good as you cast, and if the spell resolves they get it.
The gift is usually a card or a tapped Fish, both real costs. Scores worst of the six, so demand a genuinely large payoff.
Triggers when a creature becomes the target of a spell or ability you control, but only once each turn.
Free and repeatable if you have abilities that target, expensive if you need a whole card to turn it on.
Rewards spending a set amount of mana in one turn. Almost every instance here is Expend 4.
Rewards what you already wanted to do. Red green has the mana creatures to reach four a turn early.
Returning mechanic. Upgrades a permanent once seven or more cards are in your graveyard.
It actively fights forage, since every forage exiles three cards out of the graveyard. Do not try to do both.
Aggressive, and it turns opponent life loss into card advantage and hand disruption. The best deck in the format, built from the worst colour.



Flood the board with tokens and convert width into damage with anthems. Fast, simple, and it does not need a second card to function.



The grindy Food and graveyard deck. Make Food, forage for value, out-attrition them. The most drafted deck in the set.



Trigger life gain or life loss every turn to fuel the payoffs, while fliers do the actual work of pressuring them.



Pair strong enters-the-battlefield creatures with blink and bounce to reuse them. The best of the blue decks, which is a low bar here.



Be aggressive and target your own creatures to trigger Valiant. Held back by Valiant scoring below the median, and by red being the weakest colour.



Ramp on two, spend four mana a turn to trigger Expend, attack with buffed bodies. The plan is fine, the cards are not quite there.



Fill the graveyard to seven for threshold upgrades. Seven cards is a lot to find before turn nine, which is the whole problem.



Win in the air while buffed ground creatures also attack. Evasion is real, but the deck is slower than everything above it.



Cheap spells to trigger prowess and pingers. Last of ten by 1.6 points, made of the two weakest colours, and it needs setup the format will not grant.



Thirteen called, and they land high. Dreamdew Entrancer and Sword of Fire and Ice both hit the 99th percentile. The softest was Toski at the 55th, still above median.
Nine finished above the set median, median 75th percentile. The one miss is Playful Shove at the 28th.
Eight land in the bottom quarter, median 12th. Stargaze at the 42nd and Long River's Pull at the 31st are below average rather than unplayable.
Called red the best colour in the set. Red finished last of five. Black, ranked third, finished first. Only green, at second, was placed correctly.



















