Cool but Rude
Rare · Enchantment — Class
1.4WeakRank 188 of 190
50.5%Rank 175 of 184 by win rate, card in hand · set average: 57.7%
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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A two-mana Class enchantment that filters your hand: when you attack, you may discard to draw. Level 2 deals two damage to each opponent for each discard, and level 3 searches your library for any card.
Risks. Nothing happens on the battlefield, and you need to attack every turn. Each level costs two more mana, and level 3 then discards a card at random.
In the draft. A slow card for an aggressive red deck. Take it late and not ahead of creatures.
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 : -1.2 win-rate points
Its place in the set
- Rare: rank 53 of 53
- Red: rank 27 of 27
- Cost 2: rank 52 of 52
- Average pick: 4.5 (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 copy51.1 % · 3,036 games
- 2 copies50.0 % · 152 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
- Hard-Won Jitte330 games · 52.1 % (instead of 44.6% expected)
- East Wind Avatar544 games · 56.8 % (instead of 49.4% expected)
- Casey Jones, Vigilante272 games · 51.8 % (instead of 46.5% expected)
- Chrome Dome289 games · 57.4 % (instead of 52.4% expected)
Cards it wins less with
- Donatello, Gadget Master180 games · 43.3 % (instead of 49.8% expected)
- Ooze Spill292 games · 46.6 % (instead of 52.7% expected)
- Lita, Little Orphan Amphibian390 games · 46.9 % (instead of 52.4% 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.




