
Eagle's Rescue
Uncommon · Enchantment — Aura
5.8PlayableRank 80 of 188
56.3%Rank 68 of 179 by win rate, card in hand · set average: 56.5%
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).
Good playable that always makes the cut (5.8/10).
Why. An Aura that gives +2/+2 and flying to the enchanted creature: any body becomes a threatening aerial attacker. If it's in the graveyard, you can put it back onto the battlefield for four mana (white/blue hybrid) on a creature with power 1 or less, at sorcery speed. Removal doesn't lose it for good.
Risks. Like any Aura, removal on the enchanted creature costs you tempo, even though the Aura can come back. The return only accepts creatures with power 1 or less, and only at sorcery speed.
In the draft. A fine choice for white or blue decks with many small creatures or tokens. A mid-pack pick, not before good removal. Useless if your deck lacks bodies to enchant.
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 : +3.0 win-rate points
Its place in the set
- Uncommon: rank 28 of 55
- Multicolour: rank 14 of 26
- Cost 4: rank 15 of 31
- Average pick: 7.2 (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.
splash
splash
splash
splash
splash
splash
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 copy55.5 % · 26,540 games
- 2 copies54.0 % · 2,370 games
Win rate since the set came out (card in hand)
- First two weeks56.6 % · 10,011 games
- Next two weeks55.3 % · 2,899 games
- After that58.6 % · 1,883 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
- Gleaming Splendor158 games · 45.6 % (instead of 42.4% expected)
- Bard, King of Dale1,488 games · 52.7 % (instead of 49.9% expected)
- Lake-town Lookout4,981 games · 53.9 % (instead of 51.2% expected)
- Settle the Wreckage3,225 games · 57.9 % (instead of 55.4% expected)
Cards it wins less with
- The Black Arrow684 games · 46.2 % (instead of 52.2% expected)
- Crude Bent Blade1,597 games · 51.8 % (instead of 56.9% expected)
- Quarrel1,454 games · 50.1 % (instead of 54.8% expected)
Where it is played
U/W · 33 %
Played in 9.1% 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.



