Bombs, the five crews, top commons, traps, and team-up combos, consolidated from six expert guides. Then checked against 180,204 recorded games of the actual format, because opinions are cheap and the tape is not.
The Lab Report
what 180,204 games saySource: 17Lands archive
Every other section here is expert opinion recorded before or during the format. This one is the record of what actually happened. Card tiles throughout carry a win-rate chip: that is the games-in-hand win rate, meaning how often a player won when that card was in hand or on the battlefield. Set median is 57.8 percent, so anything above it beats the average card.
Games analyzed
180,204
Premier draft, whole format
On the play
59.4%
vs 54.2 on the draw
Play advantage
+5.3
points. A tempo format.
Average game
9.4
turns. Short and sharp.
Two-color archetype standings, by win rate
Pair
Deck
Win rate
Games
WB
Sneak
59.0%
40,782
UR
Artifacts
58.1%
40,121
RW
Alliance
55.9%
17,293
BG
Disappear
55.2%
21,473
GU
Mutagens
53.2%
15,878
RG
unsupported pair
45.7%
679
All five supported pairs are winning decks. The two most-drafted (Sneak and Artifacts, about 40,000 games each) are also the two best, so the crowd read this format correctly. Mutagens is the weakest of the five, which matches every guide calling its synergies the loosest. Wander outside the five and the floor drops hard: the unsupported red-green pair posts 45.7 percent on a tiny sample.
Mutagen 101
the mechanics
Five systems, one of which rewrites how combat works. Learn Sneak properly or lose games you thought you had won.
Sneak NEWAn alternative cost on creatures and noncreature spells: during the declare blockers step, after blocks are in, pay it and return an unblocked attacker to your hand. The sneaked creature enters tapped and attacking. Unlike ninjutsu it is a real cast that uses the stack, and it only happens in that one step.
Disappear NEWTurns on if a permanent left the battlefield under your control this turn. It is revolt under a new name. Bounce a creature to a sneak cost, sacrifice a food, token or mutagen, trade in combat, or crack an Escape Tunnel. Discarding, milling, and getting countered do not count.
Mutagen tokens NEWPay one, tap, sacrifice at sorcery speed to put a +1/+1 counter on a creature. They are artifacts, so they feed the artifact deck, and sacrificing one switches on disappear.
AllianceWhenever another creature you control enters, do a thing. Effects vary from pings to counters, so token-makers, blinks, and sneak-replayed creatures are the payoff. Note it has dropped green from its color identity in this set.
ClassEnchantments that enter at level 1 and level up at sorcery speed for permanent upgrades. All five are rares worth playing in their colors, but only the white one is strong enough to pull you into a color.
FoodSacrifice for life, but more importantly they are artifacts that turn on disappear, feed sacrifice outlets, and are tutorable. Enough real Food cards exist that tutors find spells, not just tokens.
Heavy Hitters
the bomb countdownChips show real win rates
The experts' top ten, in their order, with the tape attached. Every one of these is a real bomb: all sit at 60 percent or better against a 57.8 percent median. The ranking, though, did not survive contact with the data. See the verdict below.
1April O'Neil, Hacktivist64.7%Draws a card per card type you cast each turn. Blocks well, snowballs, nearly always nets a card.2Savanti Romero, Time's Exile60.6%Grows every combat and draws X for its counters. Value even if answered immediately.3Agent Bishop, Man in Black64.8%A three-mana removal magnet that puts counters on two creatures every combat and still leaves stats behind.4Mikey & Don, Party Planners62.7%Ward 2 makes it hard to kill while it plays lands and turtle spells off the top.5Armaggon, Future Shark64.7%A 9/6 with FLASH that destroys up to three creatures on entry. An I-win button you can cast mid-combat.6Sally Pride, Lioness Leader69.9%A 2/2 per nontoken creature plus a team pump on attack. Do not trade creatures before she lands.7North Wind Avatar62.2%Ends games fast and tutors from your sideboard, so it replaces itself even when removed.8Triceraton Commander62.2%Scales with X into flying dinosaurs. A great late topdeck with alliance and sneak synergy.9Kitsune, Dragon's Daughter62.7%Swaps your worst creature for their best on entry, then again on every hit.10The Last Ronin69.1%Wipes the board, rebuys your best creature, then makes an unstoppable attacker. Splashable off one black pip.Umezawa's Jitte71.7%Bonus reprint from the Source Material sheet, and one of the best limited cards ever printed. If you open it, you are playing it.
The tape's verdict on the ranking: the set of ten was right, the order was not. Sally Pride at number six posts 69.9 percent and The Last Ronin at number ten posts 69.1 percent, both far ahead of the number one pick at 64.7 percent. Meanwhile Savanti Romero, ranked second, is the weakest of the group at 60.6 percent. Read this list as an unordered set of first-pickables, and move the two token-and-saga engines to the top of it.
The Five Crews
every archetype is an enemy pairStandings from real games
This set supports five two-color decks and they are all enemy pairs. That is unusually friendly to drafters: with only five lanes, gold and hybrid cards carry far less deckbuilding risk than in a ten-archetype format, so take them earlier than instinct says.
Sneak59.0% · best deck
Sneak · tempo aggro
Attack with evasive or expendable creatures, then use sneak during declare blockers to bounce an unblocked attacker and drop a threat tapped and attacking. Cheap creatures you are happy to return to hand are the engine, and recursion makes the loop profitable. The most-drafted deck in the format and the best.
Karai, Future of the Foot58.9%Shredder, Unrelenting56.7%Koya, Death from Above59.3%Foot Ninjas56.8%
Artifacts58.1% · co-favorite
Artifact count · value midrange
Flood the board with cheap artifacts and artifact creatures, then cash them in with payoffs that count artifacts entering. It plays a value game and pivots into oversized, hard-to-block attackers. Hard floor: do not build it without at least seven artifacts, and ten is the real target.
A steady stream of creatures entering, since every body triggers alliance for pumps, counters, or damage. Repeatable tokens and blinks turn one card into several triggers a turn. Its weakness is card advantage, so it leans on re-triggered enter-the-battlefield value instead of raw draw.
The Neutrinos54.9%Old Hob, Alleycat Blues53.1%Mighty Mutanimals65.2%Mechanized Ninja Cavalry59.3%
Disappear55.2% · grindy
Disappear · food sacrifice
Deliberately make a permanent leave the battlefield every turn, by sacrificing food, tokens, or trading pre-combat, to switch on end-step disappear triggers. The payoffs build advantage that survives removal aimed at the engine itself. Time them to fire the turn they land.
Ice Cream Kitty55.4%Lord Dregg, Insect Invader57.9%West Wind Avatar58.7%Courier of Comestibles62.8%
Mutagens53.2% · weakest
Counters · good-stuff midrange
Make mutagen tokens off Mutants entering and attacking, then convert them into +1/+1 counters and add evasion and card draw so the deck is not just fatties. The synergies are the loosest of the five, so aim to simply have the biggest board, and remember mutagens only activate at sorcery speed.
Genghis Frog58.6%Michelangelo, Mutant BFF58.8%Ray Fillet, Man Ray57.4%Crustacean Commando51.3%
Two build rules worth printing on your hand: each archetype has hybrid commons and gold uncommons designed for it, so plan to play all of them when you are in those colors. And watch for legendary commons: you will open multiples, and casting the second forces you to sacrifice the first.
Always Draft These
the reliables10 for 10 above median
The consensus early picks, and the cleanest prediction hit in the whole guide: every one of these landed above the set median, ranging from the 66th to the 98th percentile of all cards. Cheap interaction and bodies that leave value behind are how you beat a tempo format.
Mighty Mutanimals65.2%Arrives with a buddy, so it triggers its own alliance twice and leaves a counter engine behind. 98th percentile.Dream Beavers64.5%One-mana flier that drains and scrys. The perfect sneak target: easy to connect, easy to recast.Courier of Comestibles62.8%A two-drop that tutors a Food CARD, not a token. Effectively draws a spell and finds your second enabler.Metalhead62.4%Bounce on a body: tempo in any blue deck, and it can rescue your own creature from an aura.Tainted Treats61.0%Instant destroy artifact or creature that leaves a Food on cheap targets. Trades up on mana.Manhole Missile60.0%Three damage at instant speed AND it bottoms a dead card to draw. Removal that also filters.Lita, Little Orphan Amphibian59.8%Grows, makes Food, or scrys on every creature you play. Forces premium removal onto a two-drop.Mechanized Ninja Cavalry59.3%Two bodies for one card on turn two, and hybrid mana plays it in three of the five decks.Koya, Death from Above59.3%Flying exile effect that kills tokens, blinks your own creature, and turns recursive in the sneak deck.Death in the Family58.9%Two-mana instant exile. Cheap interaction is at a premium against the sneak deck's enablers.
Top Commons
ranked by color
White
1Uneasy Alliance57.7%Shuts a creature down for two, then sacrifices to EXILE it permanently and leave a 1/1. Answers pesky abilities for good.2Grounded for Life56.6%Reads five mana, costs three less on a TAPPED creature. In a format full of attackers, usually a two-mana kill.3April O'Neil, Kunoichi Trainee58.6%Scrys two and cannot be blocked by power three or greater, so it keeps trading profitably.
Blue
1Return to the Sewers59.1%Instant library-top removal plus a mutagen, so it does not put you down a card.2Donatello, Turtle Techie58.6%A 3/4 that draws with any artifact out, a condition this format usually meets.3Buzz Bots59.0%Flying vigilance that draws when it dies, is an artifact, and carries counters well.
Black
1Stomped by the Foot57.8%Minus 2/2, or minus 5/5 if you sacrifice something. With mutagens and food everywhere, assume the big mode.2Anchovy & Banana Pizza57.6%Destroys a creature on entry, then sacrifices for life. It is also a Food that feeds disappear.3Tunnel Rats54.8%An early trade that denies sneak triggers, and it recurs itself from the graveyard late.
Red
1Manhole Missile60.0%Three damage at instant speed plus card filtering. Red's best common by a distance.2Bot Bashing Time54.0%Six damage kills essentially every common and uncommon in the format, and exiles.3Mouser Foundry59.8%A robot on entry, three damage on sacrifice, another robot on the way out.
Green
1Tenderize57.7%Green's interaction, and green has the bodies to make it a clean kill.2Ragamuffin Raptor57.0%Two-for-one top end that returns a creature or Food, and it rebuys itself in multiples.3Frog Butler61.0%Deathtouch that taps for any color: ramps, fixes, trades up, and can attack to enable your own sneak.
Toxic Waste
the trapsAll ten confirmed by the data
The most remarkable call in the source material: ten cards flagged as overrated before the data existed, and all ten came in below the 20th percentile of the set. Most are below the 13th. Better still, the three worst-performing cards in the entire set are all on this list, in order.
Shredder's Armor47.5%The worst card in the set. Equipment you cannot re-equip, and its sacrifice cost fights the deck that wants to sacrifice the carrier.Hard-Won Jitte48.3%Double strike reads big, but red goes wide with small creatures, it does not trigger alliance, and it cannot block.Putrid Pals48.8%A four-mana 3/3 deathtouch: a 3/3 already trades with most things, and four-drops here must leave value behind.April, Reporter of the Weird50.0%A three-mana 2/2 blocks terribly where blocking is crucial, and its draw needs combat damage blue struggles to deal.Henchbots50.6%Dead in aggressive decks: the opponent never taps out, so you never get to deploy it. EXCEPTION: genuinely good in a defensive deck facing aggro.Skateboard50.8%Haste is devalued when sneak creatures already arrive tapped and attacking, and it does nothing from behind.Mutant Chain Reaction51.8%It always finds a target, which is the trap. Killing a spent two-mana enchantment is trading down. Sideboard card.Raphael, Most Attitude52.3%A four-mana 4/3 menace blocks badly and usually dies before its attack trigger ever pays.Donatello's Technique53.0%Three mana to draw two is below rate, and its sneak cost does not match what blue decks here actually do.New Generation's Technique54.2%Fetching two basics is a Commander effect: a dead late topdeck and a turn you cannot afford to skip blocking. EXCEPTION: real three-plus color builds.
The pattern behind all ten: uncommon equipment is a systematic trap in this set, cards that cannot block lose value against sneak aggro, and finding a target for removal is not the same as that removal being worth a card. Judge every card by its floor when you are behind, not by its ceiling.
Bebop gives rhinos menace; Rocksteady stops boars being blocked by more than one. Each is the other's type, so each becomes must-be-blocked-by-two AND cannot-be-blocked-by-more-than-one: simply unblockable, for about 12 a turn.
Venus, Torn Between Worlds53.5%Novel Nunchaku58.9%
Venus only grows if she is dealt damage and survives, and nobody blocks her. The Nunchaku attaches free and forces a fight, converting that damage into counters, with trample stapled on.
Leonardo, Leader in Blue59.4%Splinter, Hamato Yoshi60.2%
Splinter's cheap sneak returns Leonardo to hand, so you re-sneak him and re-trigger his team pump every turn. Also the reason to BLOCK an opposing Leonardo rather than let the loop assemble.
The Last Ronin's Technique59.8%Leonardo, Leader in Blue59.4%
With seven mana and two unblocked attackers, sneak both: three Spirits arrive tapped and attacking and the team gets plus two power. Roughly 13 damage from an empty board.
Henchbots50.6%Utrom Scientists54.4%
Henchbots can only exile a creature that is already tapped. Tap and stun with the Scientists a turn early and you exile anything, even against an opponent who never attacks. This is the exception that makes Henchbots playable.
Mouser Foundry59.8%Nobody58.6%
The Foundry makes a robot when it enters AND when it leaves, so bouncing it nets a second and replaying it a third. A clean two-into-three curve for the artifact deck.
Ice Cream Kitty55.4%Tunnel Rats54.8%
Tunnel Rats returns itself from the graveyard for five; the Kitty pays two to sacrifice a creature and draw. A seven-mana loop drawing an extra card every turn wins any grind.
Everything Pizza63.4%Omni-Cheese Pizza58.7%
Everything Pizza demands one mana of every color, which looks unbuildable until Omni-Cheese replaces itself on cast and later taps and sacrifices for any color. Two of those plus a fetched basic makes five colors genuinely reachable.
Watch Your Shell
play around this
The single most important habit in this format: assume an opponent attacking with mana up is holding a sneak card. Block aggressively anyway. An unfavorable trade beats letting them bounce an unblocked attacker and slam a 6/4 deathtouch straight in.
White
Hamato Guardian Stance: one mana for plus 1/3, flying, and a scry
Grounded for Life: tap out attacking and a tapped creature eats a two-mana kill
Blue
Mind Transfer Protocol: rewrites base stats to 4/5 and cantrips, so counters stack on top
Return to the Sewers: instant-speed answer that leaves them a mutagen
Black
Stomped by the Foot: assume minus 5/5, not minus 2/2. They always have a token to feed it.
Pain 101: deathtouch plus it comes back tapped, so it trades with anything
Red
Mouser Attack!: usually plus three power and first strike, not the token mode
Bot Bashing Time: six damage answers your best creature at sorcery speed
Green
Saved by the Shell: with a Turtle out it is ONE mana for a counter, trample, hexproof, and indestructible
Guac & Marshmallow Pizza: a Food with FLASH that ambushes an attacker
Tenderize: their big body fights yours at instant speed
Any deck
Action News Crew: a creature with an instant-speed channel. Six open mana means a team pump plus a card.
Sneak itself: cast your own spells postcombat to bluff that you are holding one
Sewer Maps
mana and splashes
A dual land shows up in roughly 60 percent of packs, one for each of the five supported pairs. Use your lands as the tiebreaker when two color pairs look equally deep in card quality.
Escape Tunnel57.8%Fetches a basic tapped, or late sacrifices to make a small creature unblockable. Also turns on disappear.Omni-Cheese Pizza58.7%A one-shot splash enabler: draws on entry, sacrifices for any color. Save it for the splash card.Frog Butler61.0%Taps for any color, but you want it blocking and trading. Count it as supplemental fixing, not a real source.Jennika, Bad Apple Big Sister56.8%The best of a pushed cycle of basic-land cyclers. Smooths a splash without costing you a card.
Cowabunga
build and play
Sealed build, in order
Sort in color order, commons apart from the rest, arranged by mana value. The uncommons tell you which of the five decks your pool actually supports.
Stay in the five enemy pairs. Off-archetype builds measurably underperform, and the data backs it: the best unsupported pair still lost more than it won.
Count artifacts before committing to blue-red. Seven is the floor, ten is the target.
Count card quality, not card count. A color with few playables that are all excellent is still live.
Let the lands break ties between two equally deep pairs, and keep the cut cards as a grindier sideboard plan.
Play like a Hamato
Be on the play, act like it. A 5.3 point play advantage and 9.4 turn games mean tempo decides more here than card advantage does.
Block early and often. Sneak punishes the polite; take the bad trade.
Mutagens are sorcery speed. Plan counters in your main phase, not as fake combat tricks.
Fire disappear the turn it lands: trade or sacrifice pre-combat, then deploy postcombat so you bank a trigger even if they kill the payoff.
Hold a spare mutagen uncracked if your deck counts artifacts on the battlefield.