Omnivorous Flytrap
Rare · Creature — Plant
6.8GoodRank 54 of 271
57.8%Rank 54 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).
A very good rare of the format (6.8/10).
Why. A three-mana 2/4 that, with Delirium, spreads two +1/+1 counters among one or two target creatures when it enters and each time it attacks; with six types it doubles the +1/+1 counters on them. A sturdy body that builds value quickly.
Risks. Without Delirium it is a simple 2/4. Its power depends entirely on the graveyard, and removal on the creature cuts off the value.
In the draft. A good pick for green Delirium decks. Take it after your graveyard-filling tools; decent as a blocker otherwise.
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 : +4.0 win-rate points
Its place in the set
- Rare: rank 21 of 60
- Green: rank 10 of 42
- Cost 3: rank 14 of 57
- Average pick: 1.7 (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 copy55.1 % · 47,669 games
- 2 copies57.0 % · 1,829 games
Win rate since the set came out (card in hand)
- First two weeks57.9 % · 12,061 games
- Next two weeks57.3 % · 6,762 games
- After that57.6 % · 2,342 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
- Waltz of Rage2,182 games · 58.3 % (instead of 54.7% expected)
- Marina Vendrell323 games · 48.6 % (instead of 45.2% expected)
- Withering Torment4,190 games · 56.2 % (instead of 53.4% expected)
- Walk-In Closet // Forgotten Cellar324 games · 52.2 % (instead of 49.9% expected)
Cards it wins less with
- Fear of Surveillance2,758 games · 52.4 % (instead of 56.0% expected)
- Acrobatic Cheerleader2,625 games · 51.5 % (instead of 55.0% expected)
- Trapped in the Screen3,950 games · 53.1 % (instead of 56.1% 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.




