Troll Negotiations
Uncommon · Sorcery
5.6PlayableRank 98 of 188
54.7%Rank 98 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 (5.6/10).
Why. Green deck removal: two +1/+1 counters on your creature, then it fights an opposing creature. The counters stay, so even if the fight is close, your creature comes out bigger for the rest of the game.
Risks. It's a four-mana sorcery with two green mana (GG). If the opponent responds by killing your creature, the counters and the fight don't happen and the spell is lost. Your creature can also die in the fight against a big target.
In the draft. Good green removal, to be taken fairly high if you have real creatures. Look for cheap, solid creatures to go with it so it's always usable.
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 : -0.1 win-rate points
Its place in the set
- Uncommon: rank 35 of 55
- Green: rank 11 of 28
- Cost 4: rank 18 of 31
- Average pick: 5.2 (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 copy54.9 % · 26,290 games
- 2 copies55.9 % · 6,359 games
- 3 copies53.5 % · 648 games
Win rate since the set came out (card in hand)
- First two weeks55.5 % · 10,656 games
- Next two weeks53.3 % · 2,542 games
- After that55.9 % · 1,611 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-Roll363 games · 47.9 % (instead of 45.1% expected)
- The Master of Lake-town1,568 games · 57.6 % (instead of 55.1% expected)
- Tom, Bert, and William4,596 games · 57.8 % (instead of 55.4% expected)
- Elven Raft-Steerer1,944 games · 50.4 % (instead of 48.2% expected)
Cards it wins less with
- Patient Instructor2,283 games · 50.8 % (instead of 55.3% expected)
- Lakeshore Apothecary2,508 games · 49.9 % (instead of 54.2% expected)
- Long Lake Nuisance2,669 games · 50.4 % (instead of 54.5% expected)
Where it is played
B/G · 46 %G/U · 44 %
Played in 10% 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.




