Heirloom Auntie
Common · Creature — Goblin Warlock
1.9WeakRank 259 of 264
48.5%Rank 260 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 (1.9/10).
Why. A 4/4 for three mana that enters with two -1/-1 counters, so it starts as a 2/2. Whenever another creature you control dies, you surveil 1 and remove a counter, so it grows.
Risks. It is a 2/2 for three until something dies, and it only grows if your creatures die. In a deck that does not trade much it stays small.
In the draft. A weak three-drop outside a deck that trades its creatures. A late pick, better in a black-red Goblin deck.
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 : -2.4 win-rate points
Its place in the set
- Common: rank 78 of 81
- Black: rank 38 of 39
- Cost 3: rank 64 of 66
- Average pick: 9.9 (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 copy51.3 % · 24,309 games
- 2 copies49.4 % · 7,154 games
- 3 copies49.9 % · 888 games
Win rate since the set came out (card in hand)
- First two weeks48.7 % · 11,238 games
- Next two weeks49.8 % · 3,164 games
- After that50.5 % · 1,086 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
- Catharsis465 games · 52.5 % (instead of 47.4% expected)
- Collective Inferno1,608 games · 51.1 % (instead of 46.0% expected)
- Blood Crypt3,061 games · 52.6 % (instead of 48.8% expected)
Cards it wins less with
- Safewright Cavalry1,756 games · 48.6 % (instead of 51.9% expected)
- Stoic Grove-Guide2,441 games · 47.8 % (instead of 51.1% expected)
- Scarblade Scout4,565 games · 49.1 % (instead of 52.3% expected)
Where it is played
B/R · 60 %B/W · 34 %
Played in 6.4% 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.




