Fang-Druid Summoner
Uncommon · Creature — Ape Druid
6.2GoodRank 89 of 271
57.9%Rank 52 of 273 by win rate, card in hand · set average: 55.7%
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 (6.2/10).
Why. A 2/4 with reach that searches your library or graveyard for a creature with no abilities. You get a good blocker and a card of advantage in a single card.
Risks. You need creatures with no abilities in your deck, otherwise the search finds nothing. At four mana the body is defensive and does not pressure your opponent.
In the draft. A good card for a green deck that plays a few creatures with no abilities. A mid-pack pick; count them before running it.
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 : +1.4 win-rate points
Its place in the set
- Uncommon: rank 27 of 100
- Green: rank 15 of 37
- Cost 4: rank 13 of 41
- Average pick: 5.0 (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 copy56.8 % · 74,189 games
- 2 copies58.5 % · 9,302 games
- 3 copies59.2 % · 559 games
Win rate since the set came out (card in hand)
- First two weeks58.7 % · 23,016 games
- Next two weeks56.1 % · 10,422 games
- After that58.2 % · 3,749 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
- Country Roads2,505 games · 58.8 % (instead of 56.8% expected)
- Mimeoplasm, Revered One1,167 games · 55.3 % (instead of 53.3% expected)
- Basri, Tomorrow's Champion1,804 games · 58.7 % (instead of 57.2% expected)
- Canyon Vaulter3,093 games · 57.7 % (instead of 56.4% expected)
Cards it wins less with
- Streaking Oilgorger4,092 games · 52.0 % (instead of 55.7% expected)
- Pactdoll Terror5,559 games · 53.5 % (instead of 57.1% expected)
Where it is played
G/W · 34 %G/U · 29 %
Played in 9.5% 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.




