Searslicer Goblin
Rare · Creature — Goblin Warrior
8.4Very goodRank 12 of 271
60.4%Rank 20 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).
One of the very best rares of the format (8.4/10).
Why. An aggressive two-drop. With Raid, at the beginning of your end step, if you attacked this turn, you create a 1/1 red Goblin creature token. Each turn that you attack with anything, you add another body to the board.
Risks. It is a 2/1 that dies to almost anything, and Raid needs an attack, so you need an attacker willing to go in. It is mediocre in a deck without pressure.
In the draft. A good pick for an aggressive red deck. Take it higher if you have good cheap creatures to attack early.
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 : +5.3 win-rate points
Its place in the set
- Rare: rank 9 of 60
- Red: rank 3 of 43
- Cost 2: rank 2 of 57
- Average pick: 2.2 (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.
splash
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 copy56.7 % · 38,126 games
- 2 copies61.2 % · 2,503 games
Win rate since the set came out (card in hand)
- First two weeks60.4 % · 10,820 games
- Next two weeks60.4 % · 5,459 games
- After that58.2 % · 862 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
- Raise the Past509 games · 57.6 % (instead of 54.1% expected)
- Banner of Kinship482 games · 56.4 % (instead of 54.2% expected)
- Electroduplicate709 games · 55.4 % (instead of 53.5% expected)
- Bite Down4,978 games · 58.6 % (instead of 56.8% expected)
Cards it wins less with
- Adventuring Gear468 games · 48.5 % (instead of 51.4% expected)
- Make Your Move2,934 games · 54.4 % (instead of 57.1% expected)
- Pilfer2,560 games · 54.3 % (instead of 56.8% 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.




