HULK SMASH!
Common · Instant
5.4PlayableRank 149 of 276
55.4%Rank 146 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 (5.4/10).
Why. A two-mana instant that has your creature deal damage equal to its power to an opposing creature, or destroys a noncreature artifact. With Teamwork you get both, making it a flexible removal in a deck with big creatures.
Risks. It needs a powerful creature of yours, and the removal fails if it dies in response. Without an artifact target the artifact mode is dead.
In the draft. A good red common if your deck has strong creatures. Take it fairly early, but it is weaker in decks of small 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.
Gap when it is drawn, against the games where it is not : +2.7 win-rate points
Its place in the set
- Common: rank 29 of 91
- Red: rank 9 of 37
- Cost 2: rank 38 of 63
- Average pick: 7.3 (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 by number of copies in the deck
- 1 copy53.8 % · 36,388 games
- 2 copies54.1 % · 9,893 games
- 3 copies55.7 % · 1,364 games
- 4 copies or more50.4 % · 141 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 13,894 games
- Next two weeks55.4 % · 7,724 games
- After that56.8 % · 1,358 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
- The Ten Rings157 games · 54.1 % (instead of 49.4% expected)
- Moon Girl and Devil Dinosaur826 games · 58.0 % (instead of 53.3% expected)
- Baron Helmut Zemo507 games · 53.6 % (instead of 49.1% expected)
Cards it wins less with
- The Wondrous Wasp1,674 games · 52.7 % (instead of 57.1% expected)
- Rick Jones, Destined Sidekick511 games · 49.5 % (instead of 52.6% expected)
- Doctor Doom898 games · 53.8 % (instead of 56.5% expected)
Where it is played
G/R · 59 %R/W · 56 %
Played in 13% 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.




