Rampaging Soulrager
Common · Creature — Spirit
1.4WeakRank 271 of 271
49.4%Rank 262 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A 1/4 for three that blocks small creatures well. With two or more unlocked doors among your Rooms it becomes a 4/4 and starts attacking in earnest, making it a solid body in a Rooms deck.
Risks. Without Rooms it is just a 1/4, too passive to win games. It needs two unlocked doors, so one fully unlocked Room or two Rooms on the battlefield, and that takes time.
In the draft. Filler until you have Rooms. Move it up only if your deck runs several, in red with a partner that likes Rooms; otherwise it is a late-pack card.
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 : +0.4 win-rate points
Its place in the set
- Common: rank 91 of 91
- Red: rank 41 of 41
- Cost 3: rank 57 of 57
- Average pick: 11.5 (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 copy50.1 % · 24,471 games
- 2 copies49.1 % · 11,027 games
- 3 copies47.7 % · 2,749 games
- 4 copies or more46.5 % · 585 games
Win rate since the set came out (card in hand)
- First two weeks49.6 % · 13,499 games
- Next two weeks50.0 % · 5,137 games
- After that48.2 % · 1,691 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
- Central Elevator // Promising Stairs5,323 games · 48.6 % (instead of 44.4% expected)
- Smoky Lounge // Misty Salon19,630 games · 48.9 % (instead of 45.1% expected)
- Dissection Tools1,967 games · 55.2 % (instead of 51.9% expected)
Cards it wins less with
- Lakeside Shack2,167 games · 45.5 % (instead of 49.5% expected)
- Bleeding Woods2,854 games · 45.2 % (instead of 49.1% expected)
- Moldering Gym // Weight Room2,658 games · 44.7 % (instead of 48.4% expected)
Where it is played
R/U · 84 %
Played in 4.1% 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.




