Cathar Commando
Common · Creature — Human Soldier
5.8PlayableRank 114 of 271
55.6%Rank 112 of 274 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 (5.8/10).
Why. A 3/1 flash creature for two mana: ambush an attacker or drop it at end of turn. For one mana it can also sacrifice itself to destroy an artifact or enchantment, which helps against cards that are otherwise hard to handle.
Risks. One toughness means it dies to any small blocker. The destruction mode only matters when there is a target.
In the draft. A good white common, especially in aggressive decks. Take it in the middle of the pack; the destruction mode is a bonus.
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 : 0.0 win-rate points
Its place in the set
- Common: rank 16 of 90
- White: rank 25 of 43
- Cost 2: rank 25 of 57
- Average pick: 6.9 (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 copy55.5 % · 120,024 games
- 2 copies55.9 % · 29,245 games
- 3 copies55.1 % · 3,613 games
- 4 copies or more58.8 % · 354 games
Win rate since the set came out (card in hand)
- First two weeks55.6 % · 46,400 games
- Next two weeks56.0 % · 22,789 games
- After that53.5 % · 3,593 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
- An Offer You Can't Refuse496 games · 52.6 % (instead of 49.1% expected)
- Time Stop990 games · 53.0 % (instead of 49.8% expected)
- Doubling Season385 games · 49.4 % (instead of 46.3% expected)
- Boltwave374 games · 51.6 % (instead of 48.9% expected)
Cards it wins less with
- Bulk Up742 games · 48.1 % (instead of 51.1% expected)
- Garruk's Uprising1,857 games · 51.6 % (instead of 54.5% expected)
- Broken Wings1,530 games · 48.1 % (instead of 50.8% expected)
Where it is played
U/W · 60 %R/W · 58 %
Played in 19% 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.




