Playful Shove
Uncommon · Sorcery
5.6PlayableRank 130 of 261
54.1%Rank 181 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).
Good playable that always makes the cut (5.6/10).
Why. A two-mana red sorcery that deals 1 damage to any target and draws a card. It replaces itself and kills the smallest creatures, those with 1 toughness.
Risks. 1 damage kills almost nothing important. With no small target, it is a two-mana cantrip.
In the draft. A decent filler for a red deck, useful against small creatures. Take it late in the pack, not over real removal.
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 : +0.7 win-rate points
Its place in the set
- Uncommon: rank 51 of 100
- Red: rank 15 of 41
- Cost 2: rank 40 of 82
- Average pick: 7.2 (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 copy53.7 % · 47,522 games
- 2 copies53.2 % · 6,046 games
- 3 copies51.0 % · 408 games
Win rate since the set came out (card in hand)
- First two weeks53.6 % · 15,449 games
- Next two weeks53.1 % · 5,401 games
- After that55.3 % · 2,574 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
- Portent of Calamity591 games · 53.3 % (instead of 50.0% expected)
- Season of the Bold3,387 games · 55.2 % (instead of 52.3% expected)
- Ravine Raider9,198 games · 56.7 % (instead of 54.0% expected)
- Festival of Embers743 games · 49.7 % (instead of 47.1% expected)
Cards it wins less with
- Run Away Together2,941 games · 48.4 % (instead of 51.4% expected)
- Head of the Homestead3,556 games · 51.5 % (instead of 54.0% expected)
- Bakersbane Duo5,654 games · 52.7 % (instead of 54.4% expected)
Where it is played
R/U · 34 %
Played in 5.9% 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.




