Airbender's Reversal
Uncommon · Instant — Lesson
5.4PlayableRank 150 of 281
53.9%Rank 190 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 (5.4/10).
Why. A two-mana Lesson instant with two modes: destroy an attacking creature, or Airbend one of your creatures to save it from removal and recast it for two. A flexible trick.
Risks. The first mode only hits an attacker. The second costs you tempo by exiling your creature, which then costs two to recast.
In the draft. A quality white playable in defensive or control decks. It's not unconditional removal, so take it after your best cards.
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 : -0.9 win-rate points
Its place in the set
- Uncommon: rank 59 of 110
- White: rank 27 of 40
- Cost 2: rank 42 of 74
- Average pick: 3.8 (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 copy55.4 % · 36,405 games
- 2 copies54.6 % · 3,304 games
- 3 copies56.0 % · 166 games
Win rate since the set came out (card in hand)
- First two weeks55.1 % · 9,904 games
- Next two weeks54.8 % · 4,366 games
- After that53.0 % · 3,252 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
- Trusty Boomerang150 games · 54.0 % (instead of 49.7% expected)
- Avatar Destiny281 games · 53.4 % (instead of 50.2% expected)
- Katara, the Fearless1,577 games · 54.3 % (instead of 51.4% expected)
- Great Divide Guide1,753 games · 60.0 % (instead of 57.3% expected)
Cards it wins less with
- Callous Inspector2,776 games · 51.7 % (instead of 54.4% expected)
- How to Start a Riot2,081 games · 51.3 % (instead of 53.8% expected)
- Merchant of Many Hats2,588 games · 52.1 % (instead of 54.4% 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.




