Aquitect's Defenses
Common · Enchantment — Aura
4.4WeakRank 206 of 264
53.0%Rank 198 of 264 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 flash Aura: on entry the enchanted creature gains hexproof until end of turn, and it keeps +1/+2. Cast in response to removal, it fizzles the spell and leaves a lasting bonus.
Risks. It needs a creature worth protecting. If the opponent answers some other way, or you cast it for nothing, you lose a card.
In the draft. A good tool for a blue deck built around a few key creatures. Take it after your 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 : +1.2 win-rate points
Its place in the set
- Common: rank 48 of 81
- Blue: rank 36 of 41
- Cost 2: rank 57 of 72
- Average pick: 10.4 (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 copy53.4 % · 26,821 games
- 2 copies51.0 % · 1,864 games
Win rate since the set came out (card in hand)
- First two weeks53.7 % · 9,085 games
- Next two weeks54.4 % · 2,485 games
- After that55.4 % · 1,042 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
- Bark of Doran545 games · 53.4 % (instead of 49.6% expected)
- Springleaf Drum1,216 games · 52.4 % (instead of 48.9% expected)
- Voracious Tome-Skimmer3,846 games · 52.0 % (instead of 48.6% expected)
- Nightmare Sower2,028 games · 51.5 % (instead of 48.3% expected)
Cards it wins less with
- Rimefire Torque191 games · 38.2 % (instead of 44.1% expected)
- Collective Inferno363 games · 43.3 % (instead of 48.5% expected)
- Gangly Stompling1,800 games · 48.8 % (instead of 52.6% expected)
Where it is played
B/U · 43 %
Played in 5.5% 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.




