Goblin-town Flunkies
Common · Creature — Goblin Soldier
4.4WeakRank 149 of 188
53.0%Rank 127 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).
A good playable, but is sometimes cut (4.4/10).
Why. A small body with haste that creates or grows a Goblin Army. At two mana, you get a 1/1 creature with haste and a 1/1 Army token: two bodies for one card, useful for early attacks or to chain other Army effects.
Risks. Two small 1/1 bodies: they do not hold up against ordinary creatures or any sweeper effect. The card has no weight in the midgame.
In the draft. Aggressive-deck filler, useful for the curve. Take it late, after your removal and your best creatures.
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 : -2.2 win-rate points
Its place in the set
- Common: rank 45 of 65
- Red: rank 25 of 29
- Cost 2: rank 48 of 55
- Average pick: 8.9 (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 copy55.6 % · 27,694 games
- 2 copies54.6 % · 10,949 games
- 3 copies54.1 % · 2,734 games
- 4 copies or more52.8 % · 651 games
Win rate since the set came out (card in hand)
- First two weeks54.5 % · 16,660 games
- Next two weeks54.3 % · 2,791 games
- After that52.6 % · 1,580 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
- Elven Passage939 games · 57.0 % (instead of 54.4% expected)
- Desert Were-Worm1,557 games · 52.1 % (instead of 49.7% expected)
- My Precious // Allure of Power2,533 games · 52.8 % (instead of 50.8% expected)
- Inside Information1,133 games · 53.8 % (instead of 51.8% expected)
Cards it wins less with
- Dáin's Company884 games · 51.9 % (instead of 56.7% expected)
- Tom, Bert, and William1,154 games · 52.8 % (instead of 55.5% expected)
- Old Thrush2,195 games · 50.7 % (instead of 52.7% expected)
Where it is played
B/R · 73 %
Played in 13% 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.




