Wingnut, Bat on the Belfry
Uncommon · Legendary Creature — Bat Mutant
4.6WeakRank 146 of 190
52.6%Rank 154 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 (4.6/10).
Why. A 1/2 for two that adapts: whenever another creature enters, it gains flying, menace, or haste until end of turn. When it attacks, your other attackers get +1/+0, which helps aggressive decks.
Risks. A 1/2 dies to everything and attacks poorly without creature support. It needs a steady stream of creatures to trigger Alliance.
In the draft. For red decks with many creatures and a low curve. Otherwise it is a middling pick; take it after the best 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 : -1.6 win-rate points
Its place in the set
- Uncommon: rank 47 of 55
- Red: rank 14 of 27
- Cost 2: rank 40 of 52
- Average pick: 7.1 (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 copy54.8 % · 10,143 games
- 2 copies52.7 % · 1,389 games
Win rate since the set came out (card in hand)
- First two weeks53.2 % · 3,693 games
- Next two weeks53.3 % · 1,178 games
- After that47.3 % · 150 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
- Casey Jones, Vigilante803 games · 53.1 % (instead of 50.0% expected)
- Old Hob, Alleycat Blues3,767 games · 53.8 % (instead of 50.8% expected)
- The Neutrinos4,760 games · 55.5 % (instead of 52.6% expected)
- Null Group Biological Assets3,151 games · 55.1 % (instead of 52.4% expected)
Cards it wins less with
- Turtles Forever159 games · 47.8 % (instead of 52.0% expected)
- Turtle Lair900 games · 50.7 % (instead of 54.9% expected)
- Prehistoric Pet679 games · 51.8 % (instead of 55.4% expected)
Where it is played
R/W · 46 %
Played in 6.6% 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.




