Aang's Iceberg
Rare · Enchantment
6.2GoodRank 88 of 281
56.9%Rank 88 of 279 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 (6.2/10).
Why. An enchantment with flash that exiles a nonland permanent for as long as it stays on the battlefield. It can also sacrifice itself with waterbend 3 to scry 2, which returns the permanent to its owner.
Risks. If the enchantment is removed or you sacrifice it, the target comes back. The exile is temporary and does not deal with an opponent who has answers to enchantments.
In the draft. A good flexible removal for a white deck, helped by flash. 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 : +1.8 win-rate points
Its place in the set
- Rare: rank 37 of 60
- White: rank 17 of 40
- Cost 3: rank 23 of 64
- Average pick: 2.3 (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 copy56.3 % · 25,655 games
- 2 copies56.8 % · 910 games
Win rate since the set came out (card in hand)
- First two weeks57.8 % · 6,047 games
- Next two weeks57.3 % · 3,166 games
- After that56.0 % · 2,214 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
- Deserter's Disciple2,422 games · 57.9 % (instead of 55.9% expected)
- Treetop Freedom Fighters2,855 games · 57.7 % (instead of 55.8% expected)
- Crescent Island Temple395 games · 51.6 % (instead of 49.9% expected)
- Sokka, Tenacious Tactician1,220 games · 55.9 % (instead of 54.3% expected)
Cards it wins less with
- Destined Confrontation380 games · 46.8 % (instead of 50.7% expected)
- Unlucky Cabbage Merchant1,404 games · 51.7 % (instead of 54.9% expected)
- Katara, the Fearless870 games · 49.8 % (instead of 52.4% 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.




