Cackling Slasher
Common · Creature — Human Assassin
1.4WeakRank 269 of 271
46.5%Rank 266 of 269 by win rate, card in hand · set average: 55.9%
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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 3/3 deathtouch for four mana: a fine blocker that makes opponents think twice about attacking. Cast after a creature died this turn, it enters with a +1/+1 counter as a 4/4, which happens after combat or a removal spell.
Risks. The bonus is purely about timing and often goes unused if you cast it into a quiet board. Without it, this is a fairly ordinary four-drop, and removal or a well-placed block trades with it easily.
In the draft. Playable black filler, the kind of card that rounds out a deck rather than one you chase. Take it after your removal and better creatures, particularly if your curve is short on four-drops.
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 : -1.9 win-rate points
Its place in the set
- Common: rank 90 of 91
- Black: rank 42 of 42
- Cost 4: rank 41 of 41
- Average pick: 12.1 (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 copy47.8 % · 13,784 games
- 2 copies46.4 % · 1,739 games
Win rate since the set came out (card in hand)
- First two weeks46.6 % · 4,861 games
- Next two weeks46.5 % · 1,382 games
- After that44.9 % · 448 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
- Enduring Tenacity1,068 games · 49.0 % (instead of 43.2% expected)
- Grievous Wound440 games · 42.5 % (instead of 37.1% expected)
- Haunted Screen895 games · 48.5 % (instead of 43.8% expected)
- Overlord of the Balemurk1,048 games · 53.7 % (instead of 49.2% expected)
Cards it wins less with
- Demonic Counsel257 games · 38.5 % (instead of 43.5% expected)
- Friendly Ghost795 games · 44.5 % (instead of 48.0% expected)
- Unable to Scream1,016 games · 45.6 % (instead of 48.0% 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.




