Summon: Titan
Rare · Enchantment Creature — Saga Giant
7.1GoodRank 44 of 294
60.1%Rank 27 of 341 by win rate, card in hand · set average: 56.4%
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 (7.1/10).
Why. A five-mana 7/7 with reach and trample, huge for the cost. Chapter II returns every land from your graveyard to the battlefield tapped, and chapter III gives another creature trample and +X/+X, where X is your land count.
Risks. It is sacrificed after chapter III, so it only stays for three of your turns. Milling five cards at chapter I is a risk in a deck with a thin library.
In the draft. A good pick for a green deck that can attack or block right away. The chapter III swing can end a game.
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 : +7.1 win-rate points
Its place in the set
- Rare: rank 15 of 74
- Green: rank 8 of 41
- Cost 5: rank 6 of 29
- Average pick: 1.9 (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 copy56.4 % · 29,465 games
- 2 copies56.1 % · 1,019 games
Win rate since the set came out (card in hand)
- First two weeks59.4 % · 7,387 games
- Next two weeks60.3 % · 4,419 games
- After that61.5 % · 1,326 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
- Random Encounter217 games · 54.8 % (instead of 49.8% expected)
- Elixir298 games · 52.0 % (instead of 48.5% expected)
Cards it wins less with
- Paladin's Arms1,599 games · 53.9 % (instead of 57.1% expected)
- Fate of the Sun-Cryst2,371 games · 53.0 % (instead of 55.8% 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.




