Gossip's Talent
Uncommon · Enchantment — Class
2.0WeakRank 242 of 261
48.9%Rank 257 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).
Not good filler and often gets cut (2.0/10).
Why. A blue Class that surveils whenever a creature you control enters, then makes an attacking creature with power 3 or less unblockable, then recycles creatures that connect. Each level adds value over time.
Risks. It does nothing on its own: you need creatures and lots of mana, and level one is weak. The pace is too slow for what you get.
In the draft. An ambitious filler card. Take it only in a blue deck with many small creatures. Otherwise leave it.
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 : -1.7 win-rate points
Its place in the set
- Uncommon: rank 97 of 100
- Blue: rank 38 of 41
- Cost 2: rank 79 of 82
- Average pick: 8.7 (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 copy50.1 % · 25,321 games
- 2 copies46.3 % · 1,173 games
Win rate since the set came out (card in hand)
- First two weeks48.3 % · 7,106 games
- Next two weeks48.6 % · 3,730 games
- After that48.9 % · 1,578 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
- Mistbreath Elder2,805 games · 54.9 % (instead of 50.3% expected)
- Clifftop Lookout4,600 games · 52.8 % (instead of 48.7% expected)
- Fecund Greenshell1,768 games · 56.6 % (instead of 52.7% expected)
- Galewind Moose3,336 games · 54.0 % (instead of 50.6% expected)
Cards it wins less with
- Feed the Cycle1,705 games · 46.3 % (instead of 51.1% expected)
- Glidedive Duo1,964 games · 46.3 % (instead of 50.8% expected)
- Daggerfang Duo3,513 games · 46.8 % (instead of 50.0% expected)
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.




