Rough Rhino Cavalry
Common · Creature — Human Mercenary
2.0WeakRank 272 of 281
51.1%Rank 255 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).
Not good filler and often gets cut (2.0/10).
Why. A 5/5 for five, with Firebending 2 adding red mana when it attacks. The body is big for the price and lands well on turn five.
Risks. The eight-mana Exhaust is nearly out of reach: do not count it as a real ability. The Firebending mana only lasts until end of combat, so you need an instant or ability to spend it on.
In the draft. Decent red filler, not a priority pick. A big body for a deck that lacks weight at the top of the curve.
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 : -2.1 win-rate points
Its place in the set
- Common: rank 88 of 91
- Red: rank 39 of 40
- Cost 5: rank 28 of 29
- Average pick: 11.7 (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 copy53.3 % · 14,375 games
- 2 copies55.4 % · 1,467 games
Win rate since the set came out (card in hand)
- First two weeks52.9 % · 4,493 games
- Next two weeks52.3 % · 1,386 games
- After that51.9 % · 938 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 Zuko294 games · 48.3 % (instead of 44.0% expected)
- Cruel Administrator1,666 games · 52.9 % (instead of 49.7% expected)
- Earth Village Ruffians1,310 games · 55.3 % (instead of 52.0% expected)
- Fire Lord Azula647 games · 51.3 % (instead of 48.1% expected)
Cards it wins less with
- Waterbending Lesson1,575 games · 50.0 % (instead of 53.8% expected)
- Octopus Form1,364 games · 50.2 % (instead of 54.0% expected)
- Price of Freedom356 games · 46.3 % (instead of 49.1% 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.




