Take Out the Trash
Common · Instant
5.6PlayableRank 135 of 261
56.9%Rank 94 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 removal that kills most early and mid-game creatures at instant speed. With a Raccoon out, you can also loot away a dead card for a fresh one.
Risks. Three damage doesn't answer the big creatures, and the bonus only works with a Raccoon on the battlefield. Without one it is simply a solid removal.
In the draft. A good common removal: take it happily, especially in red. It goes ahead of most average creatures.
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 : +2.8 win-rate points
Its place in the set
- Common: rank 7 of 81
- Red: rank 17 of 41
- Cost 2: rank 42 of 82
- Average pick: 4.9 (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 copy54.2 % · 106,344 games
- 2 copies55.4 % · 47,880 games
- 3 copies56.8 % · 12,123 games
- 4 copies or more57.5 % · 2,496 games
Win rate since the set came out (card in hand)
- First two weeks56.6 % · 53,211 games
- Next two weeks56.4 % · 21,542 games
- After that57.0 % · 9,836 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
- Wishing Well1,171 games · 55.6 % (instead of 53.0% expected)
- Festival of Embers1,620 games · 50.6 % (instead of 48.2% expected)
- Iridescent Vinelasher7,131 games · 57.7 % (instead of 55.5% expected)
Cards it wins less with
- Finch Formation3,030 games · 46.8 % (instead of 51.1% expected)
- Splash Portal2,782 games · 49.2 % (instead of 53.2% expected)
- Heirloom Epic1,569 games · 51.2 % (instead of 54.5% expected)
Where it is played
R/U · 69 %R/W · 67 %
Played in 18% 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.




