Shrieking Drake
Uncommon · Creature — Drake
3.9WeakRank 267 of 302
48.0%Rank 278 of 298 by win rate, card in hand · set average: 56.2%
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 good playable, but is sometimes cut (3.9/10).
Why. A one-mana blue 1/1 flyer that returns a creature you control to your hand when it enters. If it is your only creature, it returns itself. With creatures that have enter effects, it is a small bonus.
Risks. It can bounce itself and do nothing. A 1/1 flyer for one mana is weak and fragile.
In the draft. Weak blue filler, playable in a deck of creatures with enter effects. Otherwise let it pass.
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
- Uncommon: rank 99 of 120
- Blue: rank 26 of 30
- Cost 1: rank 27 of 31
- Average pick: 11.3 (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 copy50.4 % · 9,395 games
- 2 copies43.3 % · 698 games
Win rate since the set came out (card in hand)
- First two weeks48.8 % · 2,563 games
- Next two weeks48.4 % · 1,314 games
- After that47.6 % · 454 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
- Archway of Innovation196 games · 46.4 % (instead of 41.3% expected)
- Glyph Elemental823 games · 56.1 % (instead of 51.4% expected)
- Strength of the Harvest // Haven of the Harvest570 games · 54.4 % (instead of 50.4% expected)
- Triton Wavebreaker797 games · 47.6 % (instead of 43.7% expected)
Cards it wins less with
- Path of Annihilation527 games · 47.2 % (instead of 51.6% expected)
- Conduit Goblin671 games · 48.3 % (instead of 52.4% expected)
- Horrid Shadowspinner558 games · 45.5 % (instead of 49.2% 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.




