Wick, the Whorled Mind
Rare · Legendary Creature — Rat Warlock
5.8PlayableRank 120 of 261
54.9%Rank 154 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 (5.8/10).
Why. A four-mana black 2/4: when Wick or another Rat enters, it creates a 1/1 black Snail creature token if you don't control one, otherwise it puts a +1/+1 counter on your Snail. You build one big token as Rats arrive.
Risks. The sacrifice ability needs blue, black and red mana, so it is out of reach for most decks. Without other Rats, you only get a 1/1 Snail and a 2/4.
In the draft. A good body in a black deck with several Rats, notably blue-black. Take it in the middle or late in the pack, as its effect is slow.
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 : +4.4 win-rate points
Its place in the set
- Rare: rank 52 of 60
- Black: rank 22 of 40
- Cost 4: rank 16 of 38
- Average pick: 3.8 (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 copy52.9 % · 24,305 games
- 2 copies49.9 % · 1,325 games
Win rate since the set came out (card in hand)
- First two weeks54.9 % · 6,958 games
- Next two weeks54.4 % · 3,158 games
- After that56.5 % · 1,215 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
- Glarb, Calamity's Augur923 games · 58.1 % (instead of 53.6% expected)
- Season of Loss1,590 games · 59.1 % (instead of 56.2% expected)
- Eddymurk Crab2,876 games · 53.8 % (instead of 50.9% expected)
- Lightshell Duo5,096 games · 53.1 % (instead of 50.8% expected)
Cards it wins less with
- Splash Portal1,371 games · 47.1 % (instead of 51.1% expected)
- Run Away Together1,991 games · 47.6 % (instead of 50.5% expected)
- Fireglass Mentor2,209 games · 51.7 % (instead of 54.4% expected)
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.




