Gleaming Barrier
Common · Artifact Creature — Wall
1.4WeakRank 271 of 271
47.8%Rank 263 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A colourless two-mana wall, 0/4 with defender, that stops small creatures early. When it dies it leaves a Treasure token, so you get a mana back and the trade is not a total loss.
Risks. It never attacks and cannot win a game by itself. In a deck that wants to pressure the opponent it is too passive, and flyers ignore it.
In the draft. Defensive filler, playable in any colour. Useful in a controlling deck or to survive the early turns; do not take it over real 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 : -1.9 win-rate points
Its place in the set
- Common: rank 90 of 90
- Colourless: rank 31 of 31
- Cost 2: rank 57 of 57
- Average pick: 11.5 (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 copy49.6 % · 22,233 games
- 2 copies45.8 % · 3,202 games
- 3 copies47.6 % · 332 games
Win rate since the set came out (card in hand)
- First two weeks47.7 % · 8,222 games
- Next two weeks48.4 % · 3,466 games
- After that44.2 % · 507 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
- Rise of the Dark Realms714 games · 52.8 % (instead of 46.2% expected)
- Swiftfoot Boots595 games · 48.9 % (instead of 42.9% expected)
- Exsanguinate377 games · 47.7 % (instead of 43.4% expected)
- Extravagant Replication1,658 games · 50.2 % (instead of 46.0% expected)
Cards it wins less with
- Secluded Courtyard242 games · 39.7 % (instead of 43.8% expected)
- Rite of the Dragoncaller497 games · 41.9 % (instead of 45.6% expected)
- Giant Growth1,649 games · 45.3 % (instead of 48.5% 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.




