Glasswing Grace // Age-Graced Chapel
Uncommon · Enchantment — Aura // Land
5.4PlayableRank 167 of 302
55.7%Rank 134 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).
A solid playable that rarely gets cut (5.4/10).
Why. A spell-or-land card: an Aura that gives a creature +2/+2, flying, and lifelink, or a tapped land that taps for white or black. A creature with this Aura quickly becomes an aerial threat that gains life.
Risks. Five mana for an Aura: you lose two cards if the creature is killed in response. The land side enters tapped.
In the draft. A good late-deck choice for white or black: it replaces a land without costing a spell slot. Take it mid-pack.
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 : +1.5 win-rate points
Its place in the set
- Uncommon: rank 55 of 120
- Multicolour: rank 23 of 39
- Cost 5: rank 12 of 17
- Average pick: 5.3 (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.
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 copy54.7 % · 64,966 games
- 2 copies54.3 % · 6,434 games
- 3 copies50.5 % · 396 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 17,418 games
- Next two weeks55.4 % · 9,579 games
- After that55.0 % · 3,312 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
- Vexing Bauble305 games · 54.8 % (instead of 49.7% expected)
- Jet Medallion205 games · 52.2 % (instead of 47.6% expected)
- Flare of Fortitude616 games · 56.7 % (instead of 52.3% expected)
- Mogg Mob605 games · 58.3 % (instead of 54.3% expected)
Cards it wins less with
- Buried Alive258 games · 42.6 % (instead of 49.0% expected)
- Shifting Woodland1,305 games · 50.3 % (instead of 54.0% 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.




