March of the World Ooze
Mythic · Enchantment
8.2Very goodRank 14 of 271
62.7%Rank 8 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).
One of the very best mythics of the format (8.2/10).
Why. A six-mana enchantment that gives all your creatures base power and toughness 6/6, and creates a 3/3 green Elephant creature token whenever an opponent casts a spell on a turn that isn't theirs. It takes over the game if you already have creatures, even small ones.
Risks. Three green mana and six total: slow, and it does nothing without creatures. The Elephant tokens are occasional, since the opponent must cast spells during your turn.
In the draft. Good if you are heavily green with plenty of creatures. A high pick in green, but not for a deck with few 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 : +8.9 win-rate points
Its place in the set
- Mythic: rank 7 of 20
- Green: rank 3 of 37
- Cost 6: rank 1 of 13
- Average pick: 1.8 (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 copy57.8 % · 21,549 games
- 2 copies51.7 % · 118 games
Win rate since the set came out (card in hand)
- First two weeks62.8 % · 5,262 games
- Next two weeks63.0 % · 2,778 games
- After that63.4 % · 1,069 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
- Howler's Heavy2,058 games · 60.5 % (instead of 57.0% expected)
- Spikeshell Harrier1,939 games · 62.1 % (instead of 59.4% expected)
- Gloryheath Lynx1,244 games · 61.5 % (instead of 59.0% expected)
- Stock Up2,151 games · 61.6 % (instead of 59.2% expected)
Cards it wins less with
- Pactdoll Terror1,879 games · 53.7 % (instead of 57.9% expected)
- Walking Sarcophagus1,294 games · 52.7 % (instead of 56.1% 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.




