Warg Tactics
Common · Instant
4.6WeakRank 145 of 188
53.7%Rank 115 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 solid playable that rarely gets cut (4.6/10).
Why. A two-faced two-mana spell. The first mode destroys a creature with flying, which handles the aerial threats green struggles with. The second adds a permanent +1/+1 counter and gives trample and hexproof for the turn: in response to opposing removal, it saves your creature.
Risks. The destroy mode is dead if the opponent has no flying creature. The protection mode only matters if you have a creature worth saving, and it forces you to keep two mana open.
In the draft. A decent filler card. Take it when nothing better shows up, especially if your opponents play flying 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 : -0.7 win-rate points
Its place in the set
- Common: rank 43 of 65
- Green: rank 16 of 28
- Cost 2: rank 46 of 55
- Average pick: 10.2 (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 copy55.2 % · 27,027 games
- 2 copies53.4 % · 4,568 games
- 3 copies46.5 % · 314 games
Win rate since the set came out (card in hand)
- First two weeks53.8 % · 9,873 games
- Next two weeks55.1 % · 2,375 games
- After that55.6 % · 1,479 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
- Mirkwood Meditator882 games · 49.8 % (instead of 47.0% expected)
- Roll-Roll-Roll-Roll397 games · 47.6 % (instead of 44.9% expected)
- The Black Arrow788 games · 54.3 % (instead of 51.7% expected)
- Lake-town Mariners // Gone Fishing1,002 games · 52.0 % (instead of 49.9% expected)
Cards it wins less with
- Inside Information473 games · 46.3 % (instead of 51.4% expected)
- Patient Instructor1,888 games · 51.2 % (instead of 55.0% expected)
- Lakeshore Apothecary2,126 games · 51.8 % (instead of 54.0% expected)
Where it is played
B/G · 49 %G/R · 37 %
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.




