
The Water Crystal
Rare · Legendary Artifact
1.6WeakRank 290 of 294
46.7%Rank 333 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).
Not good filler and often gets cut (1.6/10).
Why. A four-mana legendary artifact that makes your blue spells cost one less and makes an opponent mill four extra cards whenever they would mill. For six mana, each opponent mills cards equal to the number in your hand.
Risks. This is a mill-deck card, rare and slow in draft. Without other mill effects only the six-mana activation does anything, and it is expensive.
In the draft. Avoid unless your blue deck is truly built around mill. Otherwise it is dead.
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 : +0.3 win-rate points
Its place in the set
- Rare: rank 72 of 74
- Blue: rank 41 of 41
- Cost 4: rank 49 of 51
- Average pick: 8.8 (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 copy47.5 % · 2,590 games
- 2 copies47.9 % · 117 games
Win rate since the set came out (card in hand)
- First two weeks46.4 % · 784 games
- Next two weeks49.3 % · 353 games
- After that43.8 % · 121 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
- The Gold Saucer206 games · 51.9 % (instead of 44.7% expected)
- Choco-Comet236 games · 55.9 % (instead of 49.2% expected)
- Vector, Imperial Capital252 games · 51.6 % (instead of 46.0% expected)
- Laughing Mad234 games · 51.3 % (instead of 45.9% expected)
Cards it wins less with
- Cid, Timeless Artificer196 games · 38.8 % (instead of 46.8% expected)
- Insomnia, Crown City153 games · 38.6 % (instead of 46.1% expected)
- Slash of Light151 games · 41.7 % (instead of 48.4% 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.



