Taster of Wares
Rare · Creature — Goblin Warlock
7.2Very goodRank 35 of 264
60.6%Rank 29 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 very good rare of the format (7.2/10).
Why. A three-mana 3/2 that pays off on entering: the opponent reveals as many cards from hand as you control Goblins (at least one, itself) and you pick one to exile. If it's an instant or sorcery, you can cast it with mana of any type.
Risks. With a lone Goblin the opponent reveals just one card, so you get no real choice. The two-toughness body dies easily, and you can only cast the exiled spell while you control this creature.
In the draft. A good pick for black decks with Goblins, especially black-red. The more Goblins you line up, the more of the opponent's hand you see.
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 : +8.9 win-rate points
Its place in the set
- Rare: rank 19 of 61
- Black: rank 6 of 39
- Cost 3: rank 6 of 66
- Average pick: 3.0 (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 copy56.1 % · 22,435 games
- 2 copies57.7 % · 1,384 games
Win rate since the set came out (card in hand)
- First two weeks60.8 % · 6,817 games
- Next two weeks60.4 % · 2,526 games
- After that61.3 % · 1,015 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
- Goatnap332 games · 56.6 % (instead of 49.5% expected)
- Collective Inferno663 games · 56.3 % (instead of 51.4% expected)
- Shadow Urchin1,943 games · 57.7 % (instead of 53.8% expected)
- Perfect Intimidation569 games · 53.1 % (instead of 50.0% expected)
Cards it wins less with
- Flamekin Gildweaver2,329 games · 53.4 % (instead of 55.8% expected)
- Lluwen, Imperfect Naturalist1,439 games · 55.4 % (instead of 57.4% expected)
- Sanar, Innovative First-Year1,312 games · 56.1 % (instead of 57.9% 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.




