Nightwhorl Hermit
Common · Creature — Rat Rogue
1.4WeakRank 260 of 261
50.2%Rank 251 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 1/4 with vigilance for three that, with Threshold, gets +1/+0 and can't be blocked. A good blocker early, then an evasive threat late.
Risks. Threshold needs seven cards in the graveyard, which takes time, and the 1/4 attacks weakly before then. It offers no other value.
In the draft. A filler playable in a blue-black graveyard deck. Take it late: it does not earn a slot without support.
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 : +1.5 win-rate points
Its place in the set
- Common: rank 80 of 81
- Blue: rank 41 of 41
- Cost 3: rank 65 of 65
- Average pick: 11.2 (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 copy50.3 % · 22,163 games
- 2 copies48.9 % · 6,769 games
- 3 copies43.5 % · 1,030 games
- 4 copies or more45.8 % · 201 games
Win rate since the set came out (card in hand)
- First two weeks50.2 % · 9,615 games
- Next two weeks49.7 % · 4,120 games
- After that49.7 % · 1,833 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
- Festival of Embers153 games · 48.4 % (instead of 43.1% expected)
- Psychic Whorl5,015 games · 50.7 % (instead of 46.5% expected)
- Wishing Well346 games · 51.4 % (instead of 47.9% expected)
- Lightshell Duo12,868 games · 50.5 % (instead of 47.7% expected)
Cards it wins less with
- Moonrise Cleric1,550 games · 46.1 % (instead of 49.5% expected)
- Coiling Rebirth1,422 games · 45.8 % (instead of 48.0% expected)
- Agate-Blade Assassin2,773 games · 47.4 % (instead of 49.6% expected)
Where it is played
B/U · 54 %
Played in 3.5% 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.




