Howler's Heavy
Common · Creature — Seal Pirate
4.6WeakRank 204 of 271
55.0%Rank 148 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).
It wins more than its rating suggests.
Why this gap?
The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.
A solid playable that rarely gets cut (4.6/10).
Why. A 3/4 for four that holds the ground well. You can also cycle it for two mana, and when you do, target creature or Vehicle an opponent controls gets -3/-0 until end of turn: a small combat trick that replaces itself.
Risks. Nothing special once on the battlefield, and no evasion. The -3/-0 only lasts this turn, so it is a timing effect and not removal.
In the draft. A solid card for any blue deck: fine as a body, flexible as a cycler. Take it when nothing better is on offer.
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 : +1.7 win-rate points
Its place in the set
- Common: rank 54 of 91
- Blue: rank 25 of 37
- Cost 4: rank 26 of 41
- Average pick: 9.0 (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 copy54.1 % · 87,848 games
- 2 copies53.8 % · 26,420 games
- 3 copies55.1 % · 3,849 games
- 4 copies or more54.7 % · 647 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 37,445 games
- Next two weeks54.3 % · 17,951 games
- After that54.3 % · 6,521 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
- Push the Limit3,320 games · 54.7 % (instead of 50.6% expected)
- March of the World Ooze2,058 games · 60.5 % (instead of 57.0% expected)
- Spell Pierce2,384 games · 51.7 % (instead of 48.8% expected)
Cards it wins less with
- Repurposing Bay197 games · 40.1 % (instead of 48.0% expected)
- Reckless Velocitaur1,394 games · 45.9 % (instead of 50.1% expected)
Where it is played
R/U · 72 %G/U · 35 %
Played in 14% 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.




