Cat-Gator
Uncommon · Creature — Fish Crocodile
6.4GoodRank 78 of 281
57.8%Rank 66 of 279 by win rate, card in hand · set average: 56.2%
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).
Good playable that always makes the cut (6.4/10).
Why. A 3/2 lifelink for seven that deals damage equal to the number of Swamps you control to any target. In a heavy black deck it is removal or a finisher that leaves a lifelinking creature behind.
Risks. Seven mana is very expensive, and without many Swamps the damage is small. With only two or three Swamps you pay a lot for little.
In the draft. Best in a heavy black deck with a Swamp-heavy mana base. In a multicolor deck, count your Swamps before playing it.
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 : +3.5 win-rate points
Its place in the set
- Uncommon: rank 29 of 110
- Black: rank 11 of 40
- Cost 7: rank 1 of 3
- 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 copy55.1 % · 24,089 games
- 2 copies56.7 % · 5,956 games
- 3 copies59.1 % · 860 games
- 4 copies or more52.8 % · 106 games
Win rate since the set came out (card in hand)
- First two weeks57.5 % · 7,332 games
- Next two weeks58.2 % · 4,532 games
- After that57.4 % · 3,324 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
- Agna Qel'a1,647 games · 58.6 % (instead of 55.8% expected)
- Ruinous Waterbending2,101 games · 54.2 % (instead of 51.4% expected)
- Katara, Bending Prodigy1,968 games · 57.0 % (instead of 54.7% expected)
Cards it wins less with
- Kyoshi Warriors2,467 games · 53.6 % (instead of 56.7% expected)
- Glider Kids1,831 games · 53.5 % (instead of 56.5% expected)
- Firebending Lesson2,228 games · 53.1 % (instead of 56.0% expected)
Where it is played
B/W · 34 %B/U · 28 %
Played in 5.5% of the decks of the set
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.
