Vow to Erebor
Common · Instant
2.0WeakRank 183 of 188
51.1%Rank 158 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 two-mana instant: you untap one of your creatures, it gets +2/+2 until end of turn, and if it's a Dwarf you may attach an Equipment you control to it. It works as a combat trick, or to move an Equipment mid-game.
Risks. It's a combat trick: you risk a two-for-one if the opponent responds by killing the creature. The Equipment effect only works on a Dwarf.
In the draft. A middling combat trick, to take late in a white deck with Dwarves and Equipment. Without those, it isn't worth a slot in your deck.
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 : -2.0 win-rate points
Its place in the set
- Common: rank 61 of 65
- White: rank 27 of 28
- Cost 2: rank 55 of 55
- Average pick: 11.5 (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 copy53.4 % · 12,587 games
- 2 copies52.2 % · 2,142 games
- 3 copies48.4 % · 213 games
Win rate since the set came out (card in hand)
- First two weeks52.6 % · 4,888 games
- Next two weeks50.9 % · 1,158 games
- After that52.4 % · 626 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
- Orcrist, Goblin-cleaver671 games · 57.1 % (instead of 47.9% expected)
- Bilbo's Gambit438 games · 49.8 % (instead of 47.1% expected)
- Thorin's Last Stand2,460 games · 49.8 % (instead of 47.5% expected)
- Key to the Side-Door516 games · 50.6 % (instead of 48.4% expected)
Cards it wins less with
- Esgaroth Garrison1,370 games · 46.6 % (instead of 52.0% expected)
- Lake-town1,086 games · 48.5 % (instead of 53.0% expected)
- Moment of Glory2,048 games · 45.7 % (instead of 49.4% expected)
Where it is played
R/W · 44 %
Played in 4.8% 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.




