Pummeler for Hire
Uncommon · Creature — Giant Mercenary
5.6PlayableRank 132 of 264
55.6%Rank 120 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).
Good playable that always makes the cut (5.6/10).
Why. A 4/4 for five with reach, vigilance and ward 2, which gains you life equal to the greatest power among your Giants, at least 4 since it is one itself. It attacks and defends at once and is hard to target.
Risks. Five mana for a 4/4 with no offensive ability is fine but no more. It does not win the game alone.
In the draft. A good card for a green deck, to take in the middle of your pool. It is better in a defensive deck or with Giants.
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 : +2.9 win-rate points
Its place in the set
- Uncommon: rank 54 of 100
- Green: rank 23 of 40
- Cost 5: rank 16 of 32
- Average pick: 5.3 (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 copy54.9 % · 36,275 games
- 2 copies53.5 % · 4,139 games
- 3 copies56.4 % · 326 games
Win rate since the set came out (card in hand)
- First two weeks56.9 % · 13,123 games
- Next two weeks55.3 % · 3,667 games
- After that56.6 % · 1,337 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
- Morningtide's Light594 games · 57.4 % (instead of 53.7% expected)
- Dose of Dawnglow1,818 games · 54.4 % (instead of 51.7% expected)
- Darkness Descends566 games · 50.9 % (instead of 48.5% expected)
Cards it wins less with
- Unexpected Assistance2,312 games · 51.2 % (instead of 55.1% expected)
- Catharsis510 games · 48.2 % (instead of 51.4% expected)
- Wanderbrine Preacher2,064 games · 52.9 % (instead of 55.4% expected)
Where it is played
G/R · 27 %
Played in 7.6% 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.




