Krenko, Mob Boss
Rare · Legendary Creature — Goblin Warrior
5.8PlayableRank 121 of 271
55.1%Rank 129 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 3/3 that, each turn it can tap, creates as many 1/1 red Goblin creature tokens as you control Goblins, itself included. The count doubles every turn: if it survives, the game ends quickly.
Risks. It is legendary, costs four mana including two red, and draws the opponent's removal. It must survive a full turn on the battlefield before it can first tap.
In the draft. A strong rare for a red deck. Cast it when you can defend it, or once the opponent has spent their removal.
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 : +1.8 win-rate points
Its place in the set
- Rare: rank 43 of 60
- Red: rank 17 of 43
- Cost 4: rank 20 of 44
- Average pick: 2.3 (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 copy54.3 % · 33,079 games
- 2 copies52.2 % · 1,868 games
Win rate since the set came out (card in hand)
- First two weeks55.5 % · 9,574 games
- Next two weeks55.1 % · 4,384 games
- After that54.7 % · 620 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
- Adventuring Gear354 games · 52.3 % (instead of 48.5% expected)
- Reassembling Skeleton2,543 games · 55.8 % (instead of 52.7% expected)
- Swiftfoot Boots1,268 games · 51.0 % (instead of 48.0% expected)
Cards it wins less with
- Seismic Rupture805 games · 46.7 % (instead of 50.7% expected)
- Think Twice3,796 games · 52.1 % (instead of 54.4% expected)
- Sun-Blessed Healer2,209 games · 53.9 % (instead of 56.2% 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.




