Tethermage's Advantage

Common · Instant

Pick rating

2.0WeakRank 270 of 280

Observed strength

51.0%Rank 238 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).

Not good filler and often gets cut (2.0/10).

Why. A one-mana green instant: +2/+2, reach, and the creature untaps. Cast on an attacker it acts as makeshift vigilance and lets it block a flyer afterwards; in combat it wins a tight trade.

Risks. It is a trick: if they answer with removal you lose the card and some tempo. It does nothing without a good creature to protect or push through.

In the draft. A late pick, playable as the 22nd or 23rd card of a creature-heavy green deck. Do not take it over a real creature or a removal.

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.

Card in hand at some point in the game51.0 %(set average : 56.2 %)
Card in the opening hand51.4 %(set average : 54.8 %)
Card drawn during the game50.8 %(set average : 57.0 %)

Gap when it is drawn, against the games where it is not : -1.2 win-rate points

Its place in the set

  • Common: rank 80 of 81
  • Green: rank 35 of 37
  • Cost 1: rank 22 of 22
  • Average pick: 12.1 (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.

2,116 games53.7 %(all pairs : 52.8 %)
1,796 games52.6 %(all pairs : 52.8 %)
601 games56.1 %(all pairs : 52.8 %)
520 games49.0 %(all pairs : 52.8 %)
139 games51.1 %(all pairs : 52.8 %)
104 games52.9 %(all pairs : 52.8 %)

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.

Strong players (diamond and mythic ranks), card in hand53.6 %· 183 games
All players, card in hand51.6 %· 2,469 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)55.5 %(set average : 57.7 %)
Games on the draw, so drawing from the first turn (the deck holds the card)50.1 %(set average : 53.1 %)

Win rate by number of copies in the deck

  • 1 copy52.6 % · 5,164 games
  • 2 copies54.2 % · 441 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

Cards it wins less with

Other cards of the same cost and colours

  • Heartwood Crafter // Soul Tether

    62. Heartwood Crafter // Soul Tether

    6.6
  • Hunter's Axe

    139. Hunter's Axe

    5.6
  • Emergency Phytomedic // Seed Suture

    180. Emergency Phytomedic // Seed Suture

    5.0
  • Flourishing Grapple

    193. Flourishing Grapple

    4.8

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.