Goatnap
Uncommon · Sorcery
2.0WeakRank 252 of 264
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.
Gap when it is drawn, against the games where it is not : +0.5 win-rate points
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.
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 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
- Dream Seizer252 games · 52.0 % (instead of 44.4% expected)
- Barbed Bloodletter245 games · 53.5 % (instead of 46.2% expected)
- Reckless Ransacking616 games · 50.2 % (instead of 43.0% expected)
- Stalactite Dagger214 games · 53.3 % (instead of 46.0% expected)
Cards it wins less with
- Foraging Wickermaw269 games · 40.5 % (instead of 46.1% expected)
- Unexpected Assistance200 games · 43.5 % (instead of 48.6% expected)
- Bloodline Bidding159 games · 44.7 % (instead of 49.7% 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.




