Guac & Marshmallow Pizza
Common · Artifact — Food
4.8WeakRank 134 of 190
54.5%Rank 130 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).
A solid playable that rarely gets cut (4.8/10).
Why. A one-mana Food with flash: a creature gets +2/+2 and untaps. It works as a surprise trick to win a combat, then can be sacrificed to gain 3 life.
Risks. It is a trick that depends on a creature in combat, and the life gain costs two mana. The effect is weak on its own.
In the draft. A fair green card as a cheap trick. Take it late in the pack, after creatures and 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 : +3.6 win-rate points
Its place in the set
- Common: rank 36 of 67
- Green: rank 18 of 27
- Cost 1: rank 10 of 13
- Average pick: 10.1 (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 copy54.2 % · 15,767 games
- 2 copies52.2 % · 2,719 games
- 3 copies45.0 % · 218 games
Win rate since the set came out (card in hand)
- First two weeks55.0 % · 6,119 games
- Next two weeks52.8 % · 2,126 games
- After that56.3 % · 396 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
- Krang, Utrom Warlord477 games · 56.0 % (instead of 50.2% expected)
- Michelangelo, Improviser1,119 games · 54.2 % (instead of 50.6% expected)
- Punk Frogs1,257 games · 51.9 % (instead of 48.7% expected)
- Krang, Master Mind704 games · 58.0 % (instead of 55.0% expected)
Cards it wins less with
- Tokka & Rahzar, Terrible Twos266 games · 46.2 % (instead of 50.0% expected)
- Buzz Bots3,100 games · 51.5 % (instead of 54.0% expected)
- Pain 1011,308 games · 50.2 % (instead of 52.0% expected)
Where it is played
B/G · 41 %G/U · 33 %
Played in 11% of the decks of the set
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.


