Gravelgill Scoundrel
Common · Creature — Merfolk Rogue
5.2PlayableRank 153 of 264
55.8%Rank 117 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).
A solid playable that rarely gets cut (5.2/10).
Why. A two-mana 1/3 with vigilance that becomes unblockable if you tap another creature. It attacks without giving up defense, and its hits get through even on a stalled board.
Risks. A small body with little damage, and tapping another creature costs you a blocker or an attacker. It will not win the game by itself.
In the draft. A good two-drop for a white-blue deck. It likes decks that want steady small attacks.
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 : +0.6 win-rate points
Its place in the set
- Common: rank 12 of 81
- Blue: rank 23 of 41
- Cost 2: rank 45 of 72
- Average pick: 8.4 (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 copy55.3 % · 40,390 games
- 2 copies56.9 % · 22,703 games
- 3 copies56.7 % · 5,948 games
- 4 copies or more56.8 % · 976 games
Win rate since the set came out (card in hand)
- First two weeks56.0 % · 24,535 games
- Next two weeks57.7 % · 9,766 games
- After that57.8 % · 3,763 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
- Rimefire Torque203 games · 52.7 % (instead of 46.8% expected)
- Springleaf Drum3,824 games · 53.9 % (instead of 51.6% expected)
- Bark of Doran2,663 games · 53.9 % (instead of 52.3% expected)
- Slumbering Walker6,011 games · 59.4 % (instead of 57.8% expected)
Cards it wins less with
- Sunderflock1,828 games · 54.2 % (instead of 59.0% expected)
- Flaring Cinder5,594 games · 52.1 % (instead of 55.6% expected)
- Reluctant Dounguard2,283 games · 50.7 % (instead of 54.1% expected)
Where it is played
U/W · 80 %
Played in 13% 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.




