Coordinated Clobbering
Uncommon · Sorcery
5.8PlayableRank 111 of 271
55.7%Rank 110 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).
Good playable that always makes the cut (5.9/10).
Why. A one-mana removal in a color that often lacks it: one or two of your untapped creatures tap and hit an opposing creature for their power. With two big creatures, it kills almost anything.
Risks. It needs untapped creatures, which keeps them from attacking that turn. With no good power on the board, it does nothing, and it works at sorcery speed.
In the draft. Take it in a green deck full of creatures with good power, mid-pack. It is weaker if your deck is light on 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 : +2.8 win-rate points
Its place in the set
- Uncommon: rank 49 of 100
- Green: rank 16 of 42
- Cost 1: rank 14 of 26
- 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 copy53.9 % · 72,046 games
- 2 copies54.1 % · 8,501 games
- 3 copies51.5 % · 534 games
Win rate since the set came out (card in hand)
- First two weeks55.5 % · 20,705 games
- Next two weeks55.6 % · 10,578 games
- After that55.9 % · 3,491 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
- Kaito, Bane of Nightmares841 games · 55.5 % (instead of 52.6% expected)
- Fear of the Dark2,908 games · 52.0 % (instead of 49.3% expected)
- Hauntwoods Shrieker4,317 games · 57.2 % (instead of 54.6% expected)
- Vile Mutilator4,214 games · 54.8 % (instead of 52.1% expected)
Cards it wins less with
- Marvin, Murderous Mimic780 games · 46.3 % (instead of 50.3% expected)
- Unsettling Twins5,987 games · 51.8 % (instead of 54.8% expected)
- Trapped in the Screen8,308 games · 51.9 % (instead of 54.8% expected)
Where it is played
G/W · 38 %
Played in 8.1% 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.



