Icewind Elemental
Common · Creature — Elemental
4.4WeakRank 214 of 271
53.9%Rank 164 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 (4.4/10).
Why. A five-mana 3/4 flier that draws then discards a card as it enters. A solid aerial body that improves your hand, and a fair common at the top of the curve.
Risks. Five mana for a 3/4 is a full price, and the looting is modest. Removal deals with it, and it is slow against an aggressive deck that has already pressed you.
In the draft. Decent blue filler, useful in flying or midrange decks. Take one or two, without overpaying.
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 60 of 90
- Blue: rank 33 of 44
- Cost 5: rank 22 of 27
- Average pick: 9.0 (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 % · 84,676 games
- 2 copies52.8 % · 14,648 games
- 3 copies50.7 % · 939 games
Win rate since the set came out (card in hand)
- First two weeks53.6 % · 28,847 games
- Next two weeks54.1 % · 17,032 games
- After that54.5 % · 2,650 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
- Thousand-Year Storm234 games · 43.2 % (instead of 40.8% expected)
- Time Stop3,348 games · 49.8 % (instead of 47.6% expected)
Cards it wins less with
- Boltwave446 games · 42.2 % (instead of 46.7% expected)
- Goblin Negotiation1,117 games · 47.6 % (instead of 50.9% expected)
- Firespitter Whelp3,182 games · 47.9 % (instead of 51.1% expected)
Where it is played
U/W · 48 %B/U · 44 %
Played in 13% 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.




