Earth's Mightiest Heroes
Mythic · Sorcery
7.8Very goodRank 21 of 276
58.2%Rank 64 of 273 by win rate, card in hand · set average: 56.8%
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).
One of the very best mythics of the format (7.8/10).
Why. A six-mana sorcery that reveals eight cards and puts a creature onto the battlefield; with Teamwork you put as many creatures as you want. It can swing a game in a creature-heavy deck.
Risks. The rest go to the graveyard, so you lose cards, and the result depends on creature density. Teamwork taps your creatures, and without it this is six mana of variance.
In the draft. A card for green creature decks, mid-pack: take it if you already have plenty of creatures. Otherwise 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 : +4.4 win-rate points
Its place in the set
- Mythic: rank 12 of 25
- Green: rank 1 of 37
- Cost 6: rank 2 of 6
- Average pick: 2.3 (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 since the set came out (card in hand)
- First two weeks60.6 % · 2,149 games
- Next two weeks56.0 % · 1,093 games
- After that56.9 % · 160 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
- Crimson Operative475 games · 58.5 % (instead of 54.2% expected)
- Madame Masque566 games · 60.4 % (instead of 56.2% expected)
- Hulk, Gamma Goliath1,193 games · 58.6 % (instead of 54.9% expected)
- Gathering Place523 games · 59.7 % (instead of 56.3% expected)
Cards it wins less with
- Shang-Chi, Master of Kung Fu268 games · 46.6 % (instead of 53.8% expected)
- U.S.Agent, John Walker460 games · 52.4 % (instead of 56.9% expected)
- Widow's Bite905 games · 52.5 % (instead of 55.2% 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.


