Five khans, seven mechanics, and every ranking measured against 552,428 recorded games. The experts called this format almost perfectly. They still missed the best deck in it, and it was hiding in plain sight.
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 55.5 percent, so anything above that beat the average card.
| Colors | Deck | Win rate | Games | |
|---|---|---|---|---|
| WR | White-red aggroTwo colors | 58.4% | 50,443 | |
| WBR | Mardu mobilizeClan | 55.7% | 75,233 | |
| URG | Temur harmonizeClan | 55.4% | 92,612 | |
| BG | Golgari midrange | 55.1% | 14,196 | |
| WB | Orzhov attrition | 55.0% | 12,252 | |
| UR | Izzet spells | 54.9% | 10,622 | |
| UG | Simic ramp | 54.8% | 20,977 | |
| WUR | Jeskai flurryClan | 54.8% | 69,224 | |
| UBG | Sultai renewClan | 54.4% | 79,588 | |
| WBG | Abzan endureClan | 53.4% | 46,781 | |
| WUBRG | Five color dragons | 52.9% | 18,362 |
Weighted across every deck with at least five thousand games, two color decks won 56.6 percent and three color decks won 54.9 percent. The wedges are not a trap exactly, because three of them still beat the format average, but the premium you pay for the third color is real and it is roughly one and a half points.
White-red is the sharp end of it. It is the only pair in the set with no clan of its own, which means nothing in the packs is trying to pull you into it, which in turn means it is chronically underdrafted relative to its power. It plays the mobilize creatures and the cheap aggressive commons that the Mardu drafters want but leaves behind the black cards and, crucially, the third color's tapped lands. In a format where the play advantage is nearly six points, the deck that curves out without stumbling on mana is doing something the others cannot.






Across the eight guides in this series, preview season has usually been shaky and post-release commentary reliable. Tarkir breaks the pattern in the good direction. This is the best calibrated set of predictions measured so far, and the overrated and underrated lists in particular are close to flawless.
Every single card called overrated landed in the bottom quarter of the set. Median percentile: 10th. Hundred-Battle Veteran, the last name on the list, is the 4th percentile.
Every card called underrated finished above the set median, from the 57th to the 86th percentile. Mardu Monument at the 86th was the standout call.
The meta update ranked Temur, Mardu, Jeskai, Sultai, Abzan. Actual order swaps only the top two, which finished 0.27 points apart. Abzan last was called exactly.
Eleven prerelease bombs, ten of them above the 83rd percentile. Ugin, Eye of the Storms is the single best card in the set at 68.5 percent.
Predicted blue over green over red over white over black. Actual is blue, green, white, red, black. Only the middle two swapped, and by a quarter of a point.
Seven videos, hours of coverage, and not one names white-red. Every archetype discussion is organized by clan, so the pair with no clan was never a category.
Control a dragon, or reveal one from your hand, and the spell gets its better mode.
Above rate when you behold, only slightly below rate when you cannot. Run them freely. Four dragons is enough to behold often.
Dragons carry a cheaper spell half. Casting the omen side shuffles the card back into your deck rather than exiling it.
Not a two for one. Treat these as flexible split cards, not card advantage.
Flashback with a discount: tap a creature as an extra cost and reduce the harmonize cost by that creature's power. All natural harmonize spells are sorceries.
Flashback level power, with the printed costs inflated to pay for the discount.
Pay a cost and exile the creature from your graveyard for an effect. Sorcery speed.
Attached to bodies opponents hate to remove. Extra value any time you self mill.
Endure N: either put N counters on the creature, or create an N/N Spirit token.
Go tall to break a board stall. Go wide to play around a removal spell.
Attacking creates that many tapped attacking 1/1 Warriors, sacrificed at end of turn.
The tokens expire, so the value is in the payoffs. Only take mobilize creatures highly once you have pump, anthems, or death triggers.
Triggers when you cast your second spell in a turn.
Needs real fuel: cheap spells, cantrips, cost reducers, harmonize, or self bouncing dragonstorms. Without them it is a dead ability.
Symbols like two-or-green let you pay two generic instead of that color.
Quietly the most important text in a wedge set. It lets colorful cards slot into decks that cannot reliably cast them.
Attack wide every turn with warrior tokens, back them with anthems, deathtouch, and sacrifice value. Hold your tricks for combat so blocks get punished, then sacrifice the leftovers after damage.




The most drafted deck in the set. Deploy big creatures, then tap their power to recast harmonize sorceries out of the graveyard. The blue-red half also feeds spell counts for the flurry cards.




Aggressive tempo fuelled by casting a second spell every turn, via cantrips, cost reducers, and self bouncing dragonstorms. Close with a pumped threat before the slower decks stabilize.




Sticky creatures with graveyard renew abilities, with self mill turning into value rather than loss. It is also the best base for a five color dragon deck, because it has the fixing, the draw, and the interaction.




Counters and tokens: go tall to break stalls, go wide against removal. It finished last of the five and it is the only clan below the format average, so it needs the payoffs to be genuinely open before you commit.




The top of this set is genuinely top heavy. Every card below sits at the 93rd percentile or higher, and the first two are the only cards in the set above 68 percent.










More games are lost in this format to mana than to card quality. The fixing is abundant enough that a bomb in a closed wedge is still worth keeping, because you can build a two color base and add a light touch of the missing colors. That only works if you take the fixing when it comes.






Commons are what you actually get, so this is the list that decides most of your matches. Six of these ten were on a video's underrated list, which is why that list scored so well.










This is the overrated list from one video, in the order it was presented, with the real numbers attached. It is the most accurate call in the whole series. Note the caveats below the grid: three of these are genuinely fine in the right deck, and a guide that flattened that into "never play" would give you bad advice.










These come from the one video in this collection that is not about Tarkir at all. They are hypergeometric facts about a 40 card deck with 17 lands and a nine-eight color split, and they hold in every limited format you will ever play. The splash number is the one that matters most in a wedge set.