Rabaroo Troop
Common · Creature — Rabbit Kangaroo
4.8WeakRank 200 of 281
52.6%Rank 224 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).
A solid playable that rarely gets cut (4.8/10).
Why. A five-mana white 3/5: with Landfall, each land you play gives it flying until end of turn and gains you 1 life. Plainscycling for two keeps you from missing land drops.
Risks. Five mana with two white mana is heavy, and flying only lasts on turns when a land enters. A 3/5 is still slow.
In the draft. A fair, flexible white common: land early, creature late. One or two copies, never ahead of 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 : -2.4 win-rate points
Its place in the set
- Common: rank 53 of 91
- White: rank 33 of 40
- Cost 5: rank 20 of 29
- Average pick: 10.9 (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 copy54.6 % · 22,070 games
- 2 copies55.3 % · 1,833 games
Win rate since the set came out (card in hand)
- First two weeks53.4 % · 6,252 games
- Next two weeks52.9 % · 2,577 games
- After that53.3 % · 1,492 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
- Fire Lord Zuko248 games · 53.2 % (instead of 45.1% expected)
- Allies at Last1,577 games · 58.7 % (instead of 55.7% expected)
- Iroh, Tea Master1,191 games · 57.4 % (instead of 55.1% expected)
- Zuko's Exile1,494 games · 51.3 % (instead of 49.4% expected)
Cards it wins less with
- Boomerang Basics1,321 games · 51.2 % (instead of 54.5% expected)
- Katara, the Fearless774 games · 47.4 % (instead of 50.8% expected)
- Benevolent River Spirit1,529 games · 52.1 % (instead of 55.2% 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.




