Popular Egotist
Uncommon · Creature — Human Rogue
5.4PlayableRank 150 of 271
54.6%Rank 155 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 solid playable that rarely gets cut (5.4/10).
Why. A three-mana 3/2 that drains your opponent for 1 whenever you sacrifice a permanent. For two mana you can also sacrifice another creature or an enchantment to make it indestructible and tap it.
Risks. A 3/2 is fragile, and its activations cost you value: sacrificing your own permanents only makes sense with fodder such as tokens or creatures about to die.
In the draft. A pick for black sacrifice decks, with red as a second color. Without sacrifice fodder it is a fine creature and nothing more.
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 : +1.6 win-rate points
Its place in the set
- Uncommon: rank 70 of 100
- Black: rank 20 of 42
- Cost 3: rank 33 of 57
- Average pick: 6.9 (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 copy53.2 % · 47,490 games
- 2 copies53.8 % · 8,690 games
- 3 copies56.7 % · 1,082 games
Win rate since the set came out (card in hand)
- First two weeks54.3 % · 13,808 games
- Next two weeks55.2 % · 9,313 games
- After that53.5 % · 3,198 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
- Overlord of the Balemurk3,538 games · 59.3 % (instead of 55.0% expected)
- Keys to the House2,453 games · 53.2 % (instead of 50.2% expected)
- Cursed Recording1,045 games · 53.0 % (instead of 50.1% expected)
- Infernal Phantom5,076 games · 54.0 % (instead of 51.2% expected)
Cards it wins less with
- Fear of Surveillance3,620 games · 49.8 % (instead of 54.1% expected)
- Unable to Scream2,874 games · 50.3 % (instead of 53.8% expected)
- Unsettling Twins3,390 games · 51.0 % (instead of 54.3% expected)
Where it is played
B/R · 48 %
Played in 5.8% 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.




