Go Nuts!
Common · Sorcery
6.4GoodRank 78 of 276
57.8%Rank 72 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).
Good playable that always makes the cut (6.4/10).
Why. For a single green mana, a +1/+1 counter or a fight between your creature and theirs. With Teamwork 3 you do both: the counter first, then the fight, for very cheap removal.
Risks. It is a sorcery, so the opponent can respond by killing your creature, and the fight goes badly without a creature of decent power. Teamwork means tapping creatures with total power 3.
In the draft. A good green common that works as cheap removal; take it fairly high if you are green, with creatures of decent power.
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 : +2.1 win-rate points
Its place in the set
- Common: rank 7 of 91
- Green: rank 8 of 37
- Cost 1: rank 5 of 26
- Average pick: 5.6 (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 copy56.9 % · 51,039 games
- 2 copies57.7 % · 20,637 games
- 3 copies58.5 % · 4,146 games
- 4 copies or more58.2 % · 591 games
Win rate since the set came out (card in hand)
- First two weeks58.8 % · 24,079 games
- Next two weeks57.9 % · 13,226 games
- After that58.3 % · 2,076 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
- Project Deathlok Soldier2,108 games · 59.4 % (instead of 54.4% expected)
- Vibranium Energy Daggers756 games · 57.0 % (instead of 52.8% expected)
- Dark Fortress1,366 games · 58.6 % (instead of 55.2% expected)
Cards it wins less with
- Whiplash, Vengeful Engineer857 games · 52.3 % (instead of 55.6% expected)
- The Kingpin of Crime787 games · 53.2 % (instead of 56.6% expected)
Where it is played
B/G · 61 %G/R · 60 %
Played in 20% 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.




