Balamb Garden, SeeD Academy // Balamb Garden, Airborne
Rare · Land — Town // Legendary Artifact — Vehicle
6.6GoodRank 67 of 294
58.2%Rank 79 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 very good rare of the format (6.6/10).
Why. A tapped Town land that taps for green or blue, giving green-blue fixing at no card cost. Late in the game, for seven mana (one less per other Town), it becomes a flying Vehicle that draws a card whenever it attacks.
Risks. It enters tapped, the transformation is very expensive, and it stops making mana once transformed. It offers little outside green-blue.
In the draft. A good pick for a green-blue deck, adding fixing and late-game utility without taking a spell slot. Do not take it outside those colors.
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 : +4.0 win-rate points
Its place in the set
- Rare: rank 20 of 74
- Colourless: rank 3 of 44
- Cost 0: rank 1 of 23
- Average pick: 3.8 (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 copy56.2 % · 29,126 games
- 2 copies55.1 % · 1,892 games
Win rate since the set came out (card in hand)
- First two weeks58.5 % · 7,479 games
- Next two weeks58.1 % · 4,751 games
- After that56.2 % · 1,409 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
- Elixir192 games · 56.3 % (instead of 48.3% expected)
- Summon: Bahamut895 games · 59.3 % (instead of 55.1% expected)
- Reach the Horizon4,938 games · 56.6 % (instead of 53.5% expected)
Cards it wins less with
- Balthier and Fran388 games · 47.4 % (instead of 52.6% expected)
- White Auracite1,982 games · 54.6 % (instead of 57.6% expected)
- Rook Turret1,756 games · 50.1 % (instead of 52.8% 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.




