Heroic Feast

Rare · Enchantment

Pick rating

6.2GoodRank 90 of 276

Observed strength

52.8%Rank 207 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).

It wins less than its rating suggests.

Why this gap?

The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.

Good playable that always makes the cut (6.2/10).

Why. A three-mana enchantment that creates a Food token, and whenever you gain life it puts a +1/+1 counter on up to that many creatures. With several lifegain sources it can grow your whole team.

Risks. It does nothing to the board by itself, and the Food gives only one life gain. Without other lifegain sources it stays weak.

In the draft. Avoid unless you are in a green deck built around lifegain. Take it after good 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.

Card in hand at some point in the game52.8 %(set average : 56.8 %)
Card in the opening hand50.8 %(set average : 55.6 %)
Card drawn during the game54.1 %(set average : 57.5 %)

Gap when it is drawn, against the games where it is not : +0.6 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)51.0 %(set average : 63.0 %)

Its place in the set

  • Rare: rank 39 of 60
  • Green: rank 10 of 37
  • Cost 3: rank 32 of 80
  • 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.

2,988 games54.1 %(all pairs : 52.9 %)
849 games53.6 %(all pairs : 52.9 %)
826 games49.8 %(all pairs : 52.9 %)
415 games51.3 %(all pairs : 52.9 %)
330 games50.6 %(all pairs : 52.9 %)
220 games56.4 %(all pairs : 52.9 %)
203 games48.8 %(all pairs : 52.9 %)
134 games57.5 %(all pairs : 52.9 %)

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.

Strong players (diamond and mythic ranks), card in hand55.1 %· 767 games
All players, card in hand53.1 %· 2,803 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)54.9 %(set average : 58.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)50.8 %(set average : 53.6 %)

Win rate by number of copies in the deck

  • 1 copy53.1 % · 5,973 games
  • 2 copies50.1 % · 405 games

Win rate since the set came out (card in hand)

  • First two weeks53.9 % · 1,777 games
  • Next two weeks51.7 % · 917 games
  • After that50.5 % · 109 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

Cards it wins less with

Other cards of the same cost and colours

  • Absorbing Man

    23. Absorbing Man

    7.6
  • Epic Fight

    28. Epic Fight

    7.4
  • Punishing Punch

    53. Punishing Punch

    6.8
  • The Serpent Society

    59. The Serpent Society

    6.8

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.