Shardmage's Rescue
Uncommon · Enchantment — Aura
6.6GoodRank 69 of 271
56.4%Rank 100 of 269 by win rate, card in hand · set average: 55.9%
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 uncommon of the format (6.6/10).
Why. For a single white mana it shields a creature from removal: cast in response to a targeted spell, it grants hexproof and the spell fizzles. The +1/+1 stays afterwards and can swing a combat.
Risks. It is an Aura: if the creature dies anyway (a block, a spell that does not target), you lose two cards for one. With no creature on the battlefield it does nothing.
In the draft. A filler pick, taken after good creatures and removal. It earns a slot in a white deck with creatures worth protecting.
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 28 of 100
- White: rank 15 of 41
- Cost 1: rank 8 of 26
- Average pick: 4.2 (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 copy55.3 % · 86,431 games
- 2 copies55.6 % · 9,689 games
- 3 copies55.1 % · 441 games
Win rate since the set came out (card in hand)
- First two weeks57.2 % · 24,020 games
- Next two weeks55.5 % · 12,481 games
- After that56.3 % · 4,158 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
- Grievous Wound172 games · 47.7 % (instead of 44.9% expected)
- Overlord of the Floodpits2,378 games · 60.6 % (instead of 58.2% expected)
- Unwilling Vessel11,029 games · 56.4 % (instead of 54.1% expected)
Cards it wins less with
- Enduring Tenacity1,084 games · 46.6 % (instead of 51.0% expected)
- Murder4,914 games · 50.5 % (instead of 53.8% expected)
Where it is played
U/W · 32 %G/W · 29 %
Played in 9.4% 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.




