Broken Wings
Common · Instant
4.0WeakRank 234 of 271
49.6%Rank 248 of 274 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 (4.0/10).
Why. A three-mana instant that destroys an artifact, an enchantment or a creature with flying. It can deal with an aerial threat or a troublesome Aura, which gives it a narrow removal role.
Risks. It is very situational: without a valid target it is a dead card. It does not touch ground creatures, and it loses value against an opponent without fliers.
In the draft. A sideboard card: do not take it early, and main-deck it only if you have seen plenty of aerial threats or enchantments.
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 : -0.9 win-rate points
Its place in the set
- Common: rank 72 of 90
- Green: rank 39 of 43
- Cost 3: rank 59 of 69
- Average pick: 11.6 (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 copy50.0 % · 17,871 games
- 2 copies46.7 % · 782 games
Win rate since the set came out (card in hand)
- First two weeks49.5 % · 4,666 games
- Next two weeks48.7 % · 2,377 games
- After that47.8 % · 441 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
- Strongbox Raider1,032 games · 56.6 % (instead of 50.3% expected)
- Dragon Trainer1,179 games · 55.9 % (instead of 50.9% expected)
- Zimone, Paradox Sculptor1,081 games · 55.6 % (instead of 50.6% expected)
- Swiftfoot Boots670 games · 48.4 % (instead of 43.6% expected)
Cards it wins less with
- Hungry Ghoul1,439 games · 44.9 % (instead of 49.7% expected)
- Fake Your Own Death1,100 games · 45.5 % (instead of 49.9% expected)
- Infestation Sage1,561 games · 46.0 % (instead of 50.2% 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.




