Head of the Hunt
Rare · Creature — Wolf
7.5Very goodRank 19 of 188
60.9%Rank 18 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 very good rare of the format (7.5/10).
Why. A four-mana 4/3 with flash. You can cast it at the end of the opponent's turn or as a combat ambush. While it is on the battlefield, opposing creatures that would die are exiled instead, and each time you create a 2/2 green Wolf creature token: a value machine.
Risks. It needs two black mana (BB) and its 3 toughness is fragile. The effect only works when opposing creatures die, so you need removal or favorable combats.
In the draft. Very good pick in black decks, especially with removal and creature trades: it is worth a high pick, ahead of simpler cards.
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 : +5.7 win-rate points
Its place in the set
- Rare: rank 8 of 53
- Black: rank 3 of 27
- Cost 4: rank 5 of 31
- Average pick: 1.6 (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 copy57.9 % · 20,055 games
- 2 copies58.5 % · 825 games
Win rate since the set came out (card in hand)
- First two weeks61.1 % · 6,160 games
- Next two weeks64.6 % · 1,564 games
- After that60.8 % · 839 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
- Bolg's Company1,000 games · 59.8 % (instead of 56.1% expected)
- Glóin the Mighty // Easy Pickings2,294 games · 62.5 % (instead of 59.1% expected)
- Desert Were-Worm266 games · 54.5 % (instead of 52.4% expected)
- Part in Friendship666 games · 55.6 % (instead of 53.5% expected)
Cards it wins less with
- Enchanted River's Grasp1,125 games · 50.2 % (instead of 55.9% expected)
- Lakeshore Apothecary1,262 games · 51.6 % (instead of 57.1% expected)
- Bilbo, Luckwearer // Burglar's Plot1,050 games · 53.0 % (instead of 58.3% 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.



