Ravening Warg
Common · Creature — Wolf
6.0PlayableRank 76 of 188
57.1%Rank 56 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).
Good playable that always makes the cut (6.0/10).
Why. A 2/2 for two mana with deathtouch: few creatures want to block it or be blocked by it. If you control a creature with power 4 or greater, each Warg attack also gains you 2 life.
Risks. It's still a 2/2: removal or a small damage spell kills it without the deathtouch mattering. The life gain depends on a big creature in play, and an opponent who avoids blocking deprives it of its best role.
In the draft. A good two-mana pick for black decks, especially with big creatures. It plays as well on defense as on offense.
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 : -0.2 win-rate points
Its place in the set
- Common: rank 7 of 65
- Black: rank 17 of 27
- Cost 2: rank 25 of 55
- Average pick: 5.8 (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 copy56.8 % · 56,104 games
- 2 copies58.0 % · 26,689 games
- 3 copies59.0 % · 7,004 games
- 4 copies or more60.2 % · 1,615 games
Win rate since the set came out (card in hand)
- First two weeks57.8 % · 31,812 games
- Next two weeks57.5 % · 8,987 games
- After that57.4 % · 5,346 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
- Roll-Roll-Roll-Roll172 games · 50.6 % (instead of 47.4% expected)
- Desert Were-Worm873 games · 53.6 % (instead of 51.8% expected)
- Beorn the Fierce3,711 games · 61.0 % (instead of 59.3% expected)
- Balin, Loremaster497 games · 56.3 % (instead of 54.8% expected)
Cards it wins less with
- Bilbo, Thief in the Night547 games · 50.6 % (instead of 56.9% expected)
- Bilbo, Luckwearer // Burglar's Plot3,400 games · 52.8 % (instead of 57.7% expected)
- Riddles in the Dark254 games · 46.9 % (instead of 51.2% expected)
Where it is played
B/R · 75 %B/G · 69 %
Played in 28% 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.




