Hire a Crew
Common · Instant
1.9WeakRank 271 of 276
46.5%Rank 271 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).
Not good filler and often gets cut (1.9/10).
Why. An instant that creates a 2/1 black Villain creature token with menace, then gives your creatures +1/+0 until end of turn. Cast mid-combat, it pumps your attackers or blockers and leaves a body behind.
Risks. Three mana for a 2/1 and a one-turn bonus is thin: the pump only matters if your board is already full. On its own it is a mediocre body at the price of a spell.
In the draft. One of the last picks in the set. Only play it in a very aggressive red deck with plenty of small creatures, and even then only if you are short of playables.
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 : -3.1 win-rate points
Its place in the set
- Common: rank 88 of 91
- Red: rank 36 of 37
- Cost 3: rank 80 of 80
- Average pick: 12.5 (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 copy49.2 % · 2,994 games
- 2 copies47.7 % · 545 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
- Thunderbolts Conspiracy229 games · 52.8 % (instead of 43.4% expected)
- The Super Hero Civil War373 games · 60.6 % (instead of 53.6% expected)
- U.S.Agent, John Walker304 games · 55.9 % (instead of 49.4% expected)
- Speed, Young Avenger538 games · 53.5 % (instead of 47.1% expected)
Cards it wins less with
- Baxter Building202 games · 42.6 % (instead of 49.6% expected)
- Agent Maria Hill243 games · 47.3 % (instead of 51.4% expected)
- Iron Fist, Living Weapon286 games · 42.0 % (instead of 45.2% 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.




