Airbender Ascension
Rare · Enchantment
4.6WeakRank 209 of 281
53.0%Rank 212 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).
A solid playable that rarely gets cut (4.6/10).
Why. For two mana, Airbend exiles a target creature (tempo against an opposing creature, whose owner can recast it for two). Then the enchantment counts creatures entering under your control: from four counters on, each end step it exiles one of yours and returns it.
Risks. It does nothing concrete at first and needs a creature-heavy deck to fill its counter. Against an opponent who recasts for two, the effect is just a delay.
In the draft. A tempo tool more than a real priority. Take it in a white deck full of cheap creatures; otherwise it is a mid-pack playable.
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
- Rare: rank 51 of 60
- White: rank 34 of 40
- Cost 2: rank 64 of 74
- Average pick: 2.8 (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 copy54.4 % · 17,962 games
- 2 copies54.9 % · 639 games
Win rate since the set came out (card in hand)
- First two weeks54.2 % · 4,290 games
- Next two weeks52.2 % · 2,297 games
- After that54.0 % · 1,516 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
- Sandbender Scavengers676 games · 56.4 % (instead of 51.4% expected)
- Pirate Peddlers1,121 games · 54.1 % (instead of 50.8% expected)
- How to Start a Riot1,193 games · 56.0 % (instead of 52.9% expected)
- Hei Bai, Spirit of Balance1,704 games · 54.9 % (instead of 52.6% expected)
Cards it wins less with
- Boomerang Basics1,086 games · 50.6 % (instead of 54.3% expected)
- Fire Nation Cadets1,140 games · 51.2 % (instead of 54.9% expected)
- Destined Confrontation402 games · 46.3 % (instead of 48.8% 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.




