Bridgeworks Battle // Tanglespan Bridgeworks
Uncommon · Sorcery // Land
6.4GoodRank 92 of 302
56.0%Rank 115 of 298 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).
Good playable that always makes the cut (6.4/10).
Why. A three-mana sorcery that gives your creature +2/+2 until end of turn, then has it fight an opposing creature if you choose. It is also a green land, so you never lose a card.
Risks. If your creature is killed in response, you lose the spell. The land costs three life to enter untapped; otherwise it enters tapped.
In the draft. Flexible green removal. Take it fairly high, since it is always playable, as a spell or a land.
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 : +1.3 win-rate points
Its place in the set
- Uncommon: rank 32 of 120
- Green: rank 11 of 32
- Cost 3: rank 23 of 75
- Average pick: 3.9 (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 copy55.1 % · 69,470 games
- 2 copies55.7 % · 7,400 games
- 3 copies53.6 % · 444 games
Win rate since the set came out (card in hand)
- First two weeks56.2 % · 20,041 games
- Next two weeks55.7 % · 9,492 games
- After that55.2 % · 3,457 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
- Strix Serenade186 games · 54.8 % (instead of 47.4% expected)
- Cursed Mirror379 games · 56.7 % (instead of 51.2% expected)
- Meteoric Mace860 games · 56.9 % (instead of 51.5% expected)
- Null Elemental Blast623 games · 52.2 % (instead of 47.4% expected)
Cards it wins less with
- Recruiter of the Guard382 games · 51.3 % (instead of 56.0% expected)
- Monumental Henge798 games · 50.9 % (instead of 55.5% expected)
- Monstrous Vortex726 games · 44.4 % (instead of 48.3% 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.




