Plow Through
Uncommon · Sorcery
6.4GoodRank 76 of 271
55.4%Rank 130 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 (6.4/10).
Why. A one-mana sorcery that works as removal but depends on your creature: it fights an opposing creature. The second mode destroys a Vehicle, handy against decks that play them.
Risks. Fighting is risky: your opponent can respond by killing your creature or with a combat trick. You need a creature bigger than the target, since yours takes damage too.
In the draft. A good conditional removal spell for any green deck, to take ahead of filler creatures. Run one or two, no more: without good creatures these cards are worthless.
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 : +0.1 win-rate points
Its place in the set
- Uncommon: rank 20 of 100
- Green: rank 11 of 37
- Cost 1: rank 10 of 29
- Average pick: 4.3 (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 copy55.5 % · 80,287 games
- 2 copies54.9 % · 7,205 games
- 3 copies52.0 % · 331 games
Win rate since the set came out (card in hand)
- First two weeks55.9 % · 24,640 games
- Next two weeks54.9 % · 10,138 games
- After that54.3 % · 3,555 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
- Lightwheel Enhancements1,249 games · 53.7 % (instead of 52.0% expected)
- Swiftwater Cliffs5,204 games · 56.0 % (instead of 54.5% expected)
- Adrenaline Jockey4,256 games · 54.5 % (instead of 53.2% expected)
Cards it wins less with
- Streaking Oilgorger4,390 games · 50.2 % (instead of 54.2% expected)
- Full Throttle258 games · 46.1 % (instead of 49.3% 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.




