Unsparing Boltcaster
Uncommon · Creature — Ogre Wizard
5.2PlayableRank 170 of 271
53.2%Rank 215 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 playable that rarely gets cut (5.2/10).
Why. A 3/3 for three that deals 5 damage to an opposing creature, as long as it was already dealt damage this turn. After combat or a small damage spell, it is a removal spell and a body in one card.
Risks. If no opposing creature has been dealt damage, the trigger does nothing, so you must set it up. It often wants to be cast after combat.
In the draft. Good in red decks that trade in combat or run damage spells. Take it over vanilla three-drops, but after unconditional removal.
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 : -2.9 win-rate points
Its place in the set
- Uncommon: rank 57 of 100
- Red: rank 21 of 34
- Cost 3: rank 38 of 60
- Average pick: 7.9 (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 copy55.4 % · 26,912 games
- 2 copies56.0 % · 3,125 games
- 3 copies56.0 % · 250 games
Win rate since the set came out (card in hand)
- First two weeks54.5 % · 7,421 games
- Next two weeks53.9 % · 3,894 games
- After that53.3 % · 1,359 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
- Arashin Sunshield1,974 games · 55.9 % (instead of 53.8% expected)
- Fire-Rim Form4,258 games · 57.2 % (instead of 55.3% expected)
- Salt Road Skirmish2,283 games · 56.8 % (instead of 54.8% expected)
Cards it wins less with
- Glacial Dragonhunt1,891 games · 50.4 % (instead of 56.8% expected)
- Dirgur Island Dragon // Skimming Strike1,991 games · 49.3 % (instead of 54.8% expected)
- Rugged Highlands1,882 games · 50.1 % (instead of 55.4% 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.




