War Squeak
Common · Enchantment — Aura
1.4WeakRank 261 of 261
48.9%Rank 256 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 one-mana Aura that gives +1/+1 and haste and stops an opposing creature from blocking this turn. It can push an attack through, but only for one turn.
Risks. An Aura risks a two-for-one against removal, and the blocking effect lasts only a turn. It is weak on a stalled board.
In the draft. Only in a very aggressive red deck. Otherwise pass it: it does not replace a real creature.
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 : -3.1 win-rate points
Its place in the set
- Common: rank 81 of 81
- Red: rank 41 of 41
- Cost 1: rank 30 of 30
- Average pick: 11.0 (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 copy51.4 % · 28,505 games
- 2 copies50.0 % · 5,290 games
- 3 copies46.6 % · 461 games
- 4 copies or more51.9 % · 108 games
Win rate since the set came out (card in hand)
- First two weeks49.9 % · 9,376 games
- Next two weeks48.6 % · 3,264 games
- After that46.1 % · 1,360 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
- Stormsplitter435 games · 47.4 % (instead of 43.5% expected)
- Hearthborn Battler3,922 games · 53.4 % (instead of 50.2% expected)
- Short Bow4,841 games · 52.2 % (instead of 49.6% expected)
- Seedpod Squire4,331 games · 51.7 % (instead of 49.1% expected)
Cards it wins less with
- Dawn's Truce401 games · 41.4 % (instead of 46.8% expected)
- Three Tree Rootweaver1,855 games · 47.4 % (instead of 50.9% expected)
- Festival of Embers207 games · 41.5 % (instead of 44.6% expected)
Where it is played
R/W · 28 %
Played in 3.9% 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.




