Airship Crash
Common · Instant
4.2WeakRank 242 of 294
53.2%Rank 246 of 341 by win rate, card in hand · set average: 56.4%
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 (4.2/10).
Why. A narrow but useful instant removal spell: it destroys an artifact, an enchantment or a creature with flying. With cycling, it is never a dead card when the opponent has no target.
Risks. It depends on what the opponent plays: against a deck with no fliers, artifacts or enchantments you just cycle it for two mana, which is a weak rate.
In the draft. A late pick in green, especially in the sideboard against decks with fliers. Cycling makes it playable in nearly every green deck.
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 : +0.4 win-rate points
Its place in the set
- Common: rank 75 of 90
- Green: rank 30 of 41
- Cost 3: rank 55 of 67
- Average pick: 11.0 (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 copy54.0 % · 46,637 games
- 2 copies50.4 % · 2,592 games
Win rate since the set came out (card in hand)
- First two weeks54.0 % · 11,725 games
- Next two weeks53.8 % · 7,143 games
- After that53.7 % · 2,248 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
- Magic Pot879 games · 52.2 % (instead of 48.1% expected)
Cards it wins less with
- Genji Glove355 games · 45.6 % (instead of 50.2% expected)
- Thunder Magic5,154 games · 51.8 % (instead of 54.6% expected)
- Slash of Light3,071 games · 52.4 % (instead of 54.7% expected)
Where it is played
G/R · 28 %
Played in 6.6% 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.




