Hunter's Talent
Uncommon · Enchantment — Class
7.5Very goodRank 25 of 261
61.4%Rank 17 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).
One of the very best uncommons of the format (7.6/10).
Why. A two-mana removal on entering: your creature deals damage equal to its power to a creature you do not control. Level 2 gives an attacker +1/+0 and trample, and level 3 draws a card at end step if you control a creature with power 4 or greater.
Risks. You need your own creature to kill something, and if it goes away in response, the removal fizzles. The later levels cost mana without an immediate effect.
In the draft. A high pick for any green deck: cheap removal with value afterward. Take it without hesitation; all its green pairs are good.
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 : +7.7 win-rate points
Its place in the set
- Uncommon: rank 1 of 100
- Green: rank 4 of 41
- Cost 2: rank 7 of 82
- Average pick: 2.2 (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 copy56.6 % · 111,936 games
- 2 copies58.9 % · 13,467 games
- 3 copies58.4 % · 922 games
Win rate since the set came out (card in hand)
- First two weeks61.5 % · 35,793 games
- Next two weeks60.9 % · 15,130 games
- After that60.7 % · 6,346 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
- Three Tree City872 games · 57.2 % (instead of 53.8% expected)
- Kitsa, Otterball Elite1,564 games · 59.8 % (instead of 56.6% expected)
- Splash Portal8,087 games · 57.9 % (instead of 55.3% expected)
Cards it wins less with
- Dawn's Truce615 games · 48.1 % (instead of 52.6% expected)
- Moonrise Cleric6,289 games · 53.9 % (instead of 56.7% expected)
- Kastral, the Windcrested2,008 games · 52.3 % (instead of 55.0% expected)
Where it is played
B/G · 28 %G/R · 28 %
Played in 13% of the decks of the set
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.




