Panther Pounce
Common · Instant
5.0PlayableRank 183 of 276
54.1%Rank 180 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: the target player investigates (creates a Clue), and a creature gets +1/+0 and flying until end of turn, then untaps. The Clue pays it back in a card, and the creature can surprise in attack or dodge a block.
Risks. The size boost is small, and it is a trick that needs a creature. It takes two more mana to draw from the Clue.
In the draft. A decent trick for white decks. Take it as a late addition to the deck, not as a first pick.
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 : -0.1 win-rate points
Its place in the set
- Common: rank 40 of 91
- White: rank 36 of 42
- Cost 1: rank 18 of 26
- Average pick: 10.2 (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 copy54.8 % · 20,790 games
- 2 copies54.5 % · 3,653 games
- 3 copies55.9 % · 440 games
Win rate since the set came out (card in hand)
- First two weeks54.3 % · 7,744 games
- Next two weeks54.4 % · 3,264 games
- After that55.9 % · 490 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
- Hex Magic188 games · 53.7 % (instead of 46.7% expected)
- Super Speed907 games · 53.5 % (instead of 48.4% expected)
- Quicksilver, Brash Blur462 games · 54.3 % (instead of 49.8% expected)
- Thanos, the Mad Titan265 games · 56.2 % (instead of 51.8% expected)
Cards it wins less with
- Stature, Size Shifter2,316 games · 54.3 % (instead of 56.7% expected)
- Justice, Vance Astrovik2,684 games · 55.6 % (instead of 57.9% expected)
- Night Nurse, Healer of Heroes5,928 games · 53.7 % (instead of 56.0% expected)
Where it is played
R/W · 34 %
Played in 6.8% 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.




