Lightwheel Enhancements
Common · Enchantment — Aura
4.4WeakRank 215 of 271
48.7%Rank 268 of 273 by win rate, card in hand · set average: 55.7%
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 good playable, but is sometimes cut (4.4/10).
Why. A one-mana Aura giving +1/+1 and vigilance to a creature or Vehicle. At max speed you can cast it again from the graveyard.
Risks. Auras risk a two-for-one: if the target dies in response, you lose the card. The effect is weak for the deck slot it takes.
In the draft. Almost always sideboard material. Only take it for a white deck leaning hard into Vehicles, and very late.
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 : -3.9 win-rate points
Its place in the set
- Common: rank 63 of 91
- White: rank 28 of 37
- Cost 1: rank 28 of 29
- Average pick: 12.0 (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 copy51.5 % · 15,912 games
- 2 copies49.7 % · 1,321 games
- 3 copies52.0 % · 100 games
Win rate since the set came out (card in hand)
- First two weeks48.4 % · 5,365 games
- Next two weeks48.8 % · 1,382 games
- After that48.7 % · 433 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
- Streaking Oilgorger1,609 games · 54.8 % (instead of 50.2% expected)
- Hour of Victory932 games · 55.2 % (instead of 51.1% expected)
- Alacrian Jaguar1,494 games · 53.0 % (instead of 49.3% expected)
- Risen Necroregent1,295 games · 53.8 % (instead of 50.3% expected)
Cards it wins less with
- Flood the Engine872 games · 48.1 % (instead of 51.6% expected)
- Guidelight Matrix968 games · 45.7 % (instead of 48.9% expected)
- Pedal to the Metal1,197 games · 46.4 % (instead of 49.4% 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.




