Airbending Lesson
Common · Instant — Lesson
5.8PlayableRank 116 of 281
56.7%Rank 93 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 (5.8/10).
Why. A three-mana instant that airbends a nonland permanent and draws you a card. The owner can recast it for two mana, so you gain tempo and a card, but not permanent removal.
Risks. It is not real removal: the opponent can recast the card for two mana, and an enter-the-battlefield trigger fires again. Against a cheap creature it is weak.
In the draft. A good tempo card for a white deck. A mid-pack pick, aimed at a big permanent or to set the opponent back. One copy is enough.
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 : +0.6 win-rate points
Its place in the set
- Common: rank 13 of 91
- White: rank 18 of 40
- Cost 3: rank 28 of 64
- Average pick: 5.2 (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 copy56.7 % · 96,020 games
- 2 copies57.5 % · 30,741 games
- 3 copies58.3 % · 5,203 games
- 4 copies or more60.8 % · 696 games
Win rate since the set came out (card in hand)
- First two weeks58.1 % · 34,669 games
- Next two weeks56.3 % · 18,033 games
- After that57.2 % · 12,470 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
- Fatal Fissure371 games · 53.1 % (instead of 50.3% expected)
Cards it wins less with
- The Walls of Ba Sing Se158 games · 34.8 % (instead of 47.2% expected)
- Bitter Work977 games · 48.9 % (instead of 54.3% expected)
- Lo and Li, Twin Tutors856 games · 51.9 % (instead of 55.5% expected)
Where it is played
U/W · 54 %B/W · 53 %
Played in 23% of the decks of the set
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.




