Desert Were-Worm
Rare · Creature — Dragon Wurm
2.0WeakRank 175 of 188
46.3%Rank 177 of 179 by win rate, card in hand · set average: 56.5%
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).
Not good filler and often gets cut (2.0/10).
Why. A card that dreams of a nearly mono-color deck: it gets +2/+0 for each Mountain you control, so it can become enormous. If you attack with total power 12 or greater for the first time in a turn, all your attackers untap and you get an extra combat.
Risks. Six mana with two red (RR) for a 0/5 that is worth nothing without Mountains: it pushes you to play almost only Mountains, and even then it takes time to become a threat. The extra combat needs total power 12, hard to reach in draft.
In the draft. A gamble. Take it only if you are nearly mono-red, very late in the pack; otherwise pass: it does too many things halfway.
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 : -6.4 win-rate points
Its place in the set
- Rare: rank 52 of 53
- Red: rank 27 of 29
- Cost 6: rank 10 of 10
- Average pick: 5.7 (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 copy50.9 % · 4,307 games
- 2 copies46.4 % · 196 games
Win rate since the set came out (card in hand)
- First two weeks46.2 % · 1,428 games
- Next two weeks46.3 % · 216 games
- After that45.6 % · 160 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
- Large Bear353 games · 56.1 % (instead of 50.8% expected)
- Rhovanion Rampager267 games · 57.7 % (instead of 53.0% expected)
- Duskwatch Hunter502 games · 55.6 % (instead of 50.9% expected)
- My Precious // Allure of Power315 games · 50.8 % (instead of 46.2% expected)
Cards it wins less with
- The Misty Mountains Cold403 games · 45.7 % (instead of 50.7% expected)
- Smaug the Magnificent283 games · 48.8 % (instead of 53.3% expected)
- The Eagles Are Coming!275 games · 47.3 % (instead of 51.5% 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.


