Sokka, Tenacious Tactician
Rare · Legendary Creature — Human Warrior Ally
6.0PlayableRank 109 of 281
54.7%Rank 163 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 (6.0/10).
Why. A four-mana 3/3 with menace and prowess that gives other Allies the same abilities and makes a 1/1 white Ally creature token whenever you cast a noncreature spell. In a deck full of spells and Allies, it keeps producing attackers.
Risks. It costs three colours: red, blue and white, which is very demanding. You also need many noncreature spells, and removal kills it before it has produced anything.
In the draft. Take it only if you are already in these three colours or close to it. Otherwise it rots in hand; do not take it early.
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 : +3.8 win-rate points
Its place in the set
- Rare: rank 41 of 60
- Multicolour: rank 28 of 51
- Cost 4: rank 18 of 52
- Average pick: 3.4 (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
splash
splash
splash
splash
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 copy54.0 % · 15,242 games
- 2 copies53.1 % · 853 games
Win rate since the set came out (card in hand)
- First two weeks54.8 % · 3,849 games
- Next two weeks57.1 % · 2,009 games
- After that55.6 % · 1,357 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
- Crescent Island Temple510 games · 54.3 % (instead of 47.6% expected)
- Trusty Boomerang302 games · 53.6 % (instead of 48.4% expected)
- Katara, the Fearless814 games · 54.3 % (instead of 50.1% expected)
- Southern Air Temple668 games · 52.5 % (instead of 48.6% expected)
Cards it wins less with
- Air Nomad Legacy910 games · 48.7 % (instead of 52.9% expected)
- Earth Kingdom Soldier813 games · 50.4 % (instead of 54.4% expected)
- White Lotus Reinforcements897 games · 51.2 % (instead of 54.6% 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.




