Academic Ascent
Common · Instant
4.2WeakRank 230 of 280
52.6%Rank 211 of 271 by win rate, card in hand · set average: 56.2%
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 two-mana instant: +2/+2 and flying to a creature for the turn, with Empower Jace 2. It wins a combat or pushes damage through the air.
Risks. A combat trick with no permanent effect, lost if the target is killed in response. It needs creatures that matter.
In the draft. White filler for a creature deck. Late pick.
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 : -1.1 win-rate points
Its place in the set
- Common: rank 56 of 81
- White: rank 30 of 39
- Cost 2: rank 73 of 82
- Average pick: 11.3 (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 copy53.3 % · 8,505 games
- 2 copies53.3 % · 1,035 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
- Hexhaven Dueling Arena333 games · 55.0 % (instead of 48.8% expected)
- Sphinx of False Conclusions513 games · 63.7 % (instead of 57.8% expected)
- Overgrown Farmland469 games · 56.9 % (instead of 51.9% expected)
- Ruric Thar, Biomagus686 games · 57.1 % (instead of 52.3% expected)
Cards it wins less with
- Murmuring Volume613 games · 48.3 % (instead of 53.8% expected)
- Extended Absence599 games · 51.1 % (instead of 54.6% expected)
- Last Gasp529 games · 50.3 % (instead of 53.7% 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.




