Giant Growth
Common · Instant
5.0PlayableRank 181 of 276
55.0%Rank 162 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).
A solid playable that rarely gets cut (5.0/10).
Why. A one-mana instant that gives a creature +3/+3 until end of turn. It wins a combat or blanks a damage-based removal for almost nothing.
Risks. It is a one-for-one at best, and it fizzles if your target is removed in response. It does nothing without a creature.
In the draft. A fair trick for aggressive green decks. Take it after your creatures and removal, and play one or two at most.
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 : +0.9 win-rate points
Its place in the set
- Common: rank 38 of 91
- Green: rank 26 of 37
- Cost 1: rank 16 of 26
- Average pick: 11.0 (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 copy55.4 % · 17,738 games
- 2 copies54.0 % · 2,448 games
- 3 copies55.2 % · 194 games
Win rate since the set came out (card in hand)
- First two weeks56.5 % · 5,903 games
- Next two weeks55.6 % · 2,553 games
- After that53.1 % · 324 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
- Jennifer Walters // The Sensational She-Hulk991 games · 62.8 % (instead of 59.4% expected)
- Red Hulk867 games · 53.4 % (instead of 50.1% expected)
- Invisible Woman, Sue Storm772 games · 51.3 % (instead of 48.3% expected)
Cards it wins less with
- Avengers Hangar1,128 games · 52.3 % (instead of 56.8% expected)
- Red Room Recruit1,054 games · 50.7 % (instead of 53.8% expected)
- Call Damage Control1,907 games · 49.4 % (instead of 52.7% expected)
Where it is played
G/R · 29 %
Played in 5.3% 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.




