Goatnap

Uncommon · Sorcery

Pick rating

2.0WeakRank 252 of 264

Observed strength

48.4%Rank 261 of 264 by win rate, card in hand · set average: 55.7%

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. A sorcery that steals a creature until end of turn, untaps it and gives it haste. It steals an attack or sets up a sacrifice, but removes nothing permanently.

Risks. Without a way to sacrifice the creature, you only gain one attack. It is a one-turn effect that needs a specific plan. The +3/+0 for a Goat is rarely relevant.

In the draft. A weak card outside a sacrifice deck. Do not take it before the end of the pack.

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.

Card in hand at some point in the game48.4 %(set average : 55.7 %)
Card in the opening hand43.1 %(set average : 54.5 %)
Card drawn during the game51.9 %(set average : 56.5 %)

Gap when it is drawn, against the games where it is not : +0.5 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)4.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 93 of 100
  • Red: rank 37 of 40
  • Cost 3: rank 63 of 66
  • Average pick: 11.1 (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.

1,675 games49.6 %(all pairs : 48.3 %)
486 games45.7 %(all pairs : 48.3 %)
198 games49.5 %(all pairs : 48.3 %)

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.

Strong players (diamond and mythic ranks), card in hand48.1 %· 183 games
All players, card in hand49.1 %· 1,075 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)49.7 %(set average : 57.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)47.0 %(set average : 52.9 %)

Win rate by number of copies in the deck

  • 1 copy48.6 % · 2,500 games
  • 2 copies41.2 % · 119 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

Cards it wins less with

Other cards of the same cost and colours

  • Eclipsed Boggart

    72. Eclipsed Boggart

    6.4
  • Eclipsed Flamekin

    73. Eclipsed Flamekin

    6.4
  • Meek Attack

    101. Meek Attack

    6.0
  • Noggle Robber

    102. Noggle Robber

    6.0

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.