Grievous Wound
Rare · Enchantment — Aura
2.0WeakRank 254 of 271
43.3%Rank 268 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).
Not good filler and often gets cut (2.0/10).
Why. An Aura placed on the opposing player: no life gain, and each time they are dealt damage they lose half their life. In theory it is a way to close a game.
Risks. Five mana for no effect on the board, and the opponent must already be taking damage. When it is useful, you are already winning.
In the draft. Leave it out of nearly every deck. Don't take it except out of curiosity.
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 : -1.7 win-rate points
Its place in the set
- Rare: rank 49 of 60
- Black: rank 40 of 42
- Cost 5: rank 26 of 27
- Average pick: 8.4 (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 copy44.1 % · 3,289 games
- 2 copies42.3 % · 137 games
Win rate since the set came out (card in hand)
- First two weeks42.3 % · 919 games
- Next two weeks45.6 % · 340 games
- After that45.1 % · 153 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
- Overgrown Zealot183 games · 50.3 % (instead of 43.0% expected)
- Grab the Prize275 games · 50.2 % (instead of 43.1% expected)
- Cryptid Inspector211 games · 49.3 % (instead of 42.6% expected)
- Victor, Valgavoth's Seneschal279 games · 45.9 % (instead of 39.4% expected)
Cards it wins less with
- Fear of Isolation220 games · 38.6 % (instead of 45.8% expected)
- Stalked Researcher322 games · 36.6 % (instead of 43.3% expected)
- Unsettling Twins236 games · 38.6 % (instead of 45.0% 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.




