Frontline Rush
Uncommon · Instant
6.5GoodRank 72 of 271
57.6%Rank 63 of 274 by win rate, card in hand · set average: 56.0%
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 uncommon of the format (6.5/10).
Why. A flexible two-mana instant: two 1/1 red Goblin creature tokens to fill the board, or +X/+X in combat where X is the number of creatures you control. The second mode can swing a fight at the right moment.
Risks. It needs both colours. The pump mode is weak on an empty board, though the token mode always works.
In the draft. A good pick for a red-white deck with lots of creatures. The tokens keep it playable even when the pump isn't relevant.
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 : +0.7 win-rate points
Its place in the set
- Uncommon: rank 11 of 100
- Multicolour: rank 28 of 66
- Cost 2: rank 13 of 65
- Average pick: 4.5 (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.
splash
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 copy56.8 % · 42,078 games
- 2 copies58.2 % · 8,104 games
- 3 copies62.2 % · 1,126 games
- 4 copies or more65.5 % · 168 games
Win rate since the set came out (card in hand)
- First two weeks57.8 % · 13,251 games
- Next two weeks57.6 % · 7,045 games
- After that57.0 % · 2,640 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
- Reverberating Summons1,764 games · 55.3 % (instead of 53.3% expected)
- Elspeth, Storm Slayer2,262 games · 62.3 % (instead of 60.6% expected)
- Voice of Victory5,727 games · 60.2 % (instead of 59.2% expected)
- Anafenza, Unyielding Lineage4,002 games · 58.3 % (instead of 57.4% expected)
Cards it wins less with
- Wingspan Stride332 games · 46.7 % (instead of 51.8% expected)
- Glacial Dragonhunt2,695 games · 53.5 % (instead of 58.5% expected)
- Unending Whisper2,765 games · 53.5 % (instead of 57.3% expected)
Where it is played
R/W · 43 %
Played in 9.1% 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.




