Command Bridge
Common · Land
4.6WeakRank 194 of 261
52.9%Rank 213 of 287 by win rate, card in hand · set average: 56.0%
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 land that taps for one mana of any colour: good fixing for three-colour decks or a splash. The price is entering tapped and tapping an untapped permanent as it arrives.
Risks. If you have no untapped permanent to tap, you sacrifice it, so it's poor on an empty board in the early turns.
In the draft. A fixing land to take in decks with several colours. In a straight two-colour deck it is rarely useful.
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 : -0.5 win-rate points
Its place in the set
- Common: rank 56 of 81
- Colourless: rank 23 of 30
- Cost 0: rank 12 of 12
- Average pick: 8.1 (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 copy53.9 % · 88,683 games
- 2 copies53.0 % · 13,895 games
- 3 copies52.4 % · 997 games
Win rate since the set came out (card in hand)
- First two weeks53.4 % · 28,745 games
- Next two weeks53.3 % · 14,724 games
- After that54.5 % · 5,703 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
- Terminal Velocity515 games · 52.4 % (instead of 47.8% expected)
- Uthros, Titanic Godcore541 games · 54.0 % (instead of 49.9% expected)
Cards it wins less with
- Squire's Lightblade1,608 games · 48.8 % (instead of 52.5% expected)
- Alpharael, Stonechosen711 games · 45.6 % (instead of 49.1% expected)
- Rig for War1,024 games · 48.7 % (instead of 52.1% 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.




