Enduring Courage
Rare · Enchantment Creature — Dog Glimmer
6.2GoodRank 88 of 271
56.4%Rank 99 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 (6.2/10).
Why. A 3/3 for four that gives each other creature entering under your control +2/+0 and haste. It turns every new creature into an immediate threat, and returns as an enchantment when it dies.
Risks. It needs two red mana, and with no creatures to cast afterwards it does nothing. Once back as an enchantment, it is no longer a body.
In the draft. A good rare for aggressive red decks with many creatures. Play it, but do not overpay for it.
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 : +2.4 win-rate points
Its place in the set
- Rare: rank 29 of 60
- Red: rank 16 of 41
- Cost 4: rank 8 of 41
- Average pick: 2.0 (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 copy54.8 % · 44,691 games
- 2 copies55.2 % · 2,020 games
Win rate since the set came out (card in hand)
- First two weeks57.0 % · 10,727 games
- Next two weeks54.7 % · 6,099 games
- After that57.0 % · 2,128 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
- Hardened Escort5,879 games · 56.5 % (instead of 54.4% expected)
- Charred Foyer // Warped Space1,246 games · 52.8 % (instead of 50.9% expected)
- Patched Plaything4,107 games · 56.8 % (instead of 54.9% expected)
Cards it wins less with
- Glimmerburst2,408 games · 50.8 % (instead of 55.6% expected)
- Unable to Scream2,815 games · 50.6 % (instead of 55.3% expected)
- Underwater Tunnel // Slimy Aquarium2,902 games · 50.2 % (instead of 54.3% 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.




