For the Common Good

Rare · Sorcery

Pick rating

6.6GoodRank 69 of 261

Observed strength

45.6%Rank 262 of 265 by win rate, card in hand · set average: 56.0%

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).

It wins less than its rating suggests.

Why this gap?

The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.

A very good rare of the format (6.6/10).

Why. A token-deck sorcery: for twice X plus a green mana you copy a token X times, make all your tokens indestructible until your next turn and gain 1 life per token. After a big copy, the opponent's next attack gets very awkward.

Risks. With no tokens it does nothing. It is expensive for what it makes and depends on the best token you happen to control. If the targeted token disappears in response, the spell is lost.

In the draft. Only take it in a deck that already makes plenty of tokens. Anywhere else it stays in the sideboard.

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.

Card in hand at some point in the game45.6 %(set average : 56.0 %)
Card in the opening hand45.9 %(set average : 55.0 %)
Card drawn during the game45.3 %(set average : 56.6 %)

Gap when it is drawn, against the games where it is not : -4.3 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)9.0 %(set average : 62.0 %)

Its place in the set

  • Rare: rank 39 of 60
  • Green: rank 12 of 41
  • Cost 1: rank 10 of 30
  • Average pick: 7.6 (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.

2,853 games50.0 %(all pairs : 48.5 %)
653 games47.9 %(all pairs : 48.5 %)
192 games44.8 %(all pairs : 48.5 %)
169 games43.2 %(all pairs : 48.5 %)
106 games39.6 %(all pairs : 48.5 %)

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.

Strong players (diamond and mythic ranks), card in hand51.4 %· 179 games
All players, card in hand45.3 %· 1,701 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)50.9 %(set average : 58.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)46.1 %(set average : 51.2 %)

Win rate by number of copies in the deck

  • 1 copy48.4 % · 4,145 games
  • 2 copies50.4 % · 137 games

Win rate since the set came out (card in hand)

  • First two weeks45.7 % · 1,180 games
  • Next two weeks43.7 % · 373 games
  • After that45.9 % · 148 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

Cards it wins less with

Other cards of the same cost and colours

  • Pawpatch Recruit

    23. Pawpatch Recruit

    7.6
  • Valley Mightcaller

    34. Valley Mightcaller

    7.3
  • Mistbreath Elder

    36. Mistbreath Elder

    7.2
  • High Stride

    158. High Stride

    5.2

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.