Bitter Work
Uncommon · Enchantment
3.8WeakRank 250 of 281
52.2%Rank 233 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 good playable, but is sometimes cut (3.8/10).
Why. A three-mana red-green enchantment that draws you a card when you attack a player with one or more creatures of power 4 or greater. Its Exhaust ability makes an Earthbend 4 for four mana, during your turn only: a hasty 4/4 land creature.
Risks. It does nothing alone: without big creatures in your deck the draw never triggers. It costs three mana with no immediate effect on the board.
In the draft. Only for a real red-green deck with big creatures. Take it after your good creatures, not before.
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 : -1.1 win-rate points
Its place in the set
- Uncommon: rank 99 of 110
- Multicolour: rank 47 of 51
- Cost 3: rank 56 of 64
- Average pick: 7.8 (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.
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 copy53.2 % · 15,767 games
- 2 copies53.7 % · 2,857 games
- 3 copies52.1 % · 192 games
Win rate since the set came out (card in hand)
- First two weeks53.1 % · 4,695 games
- Next two weeks52.1 % · 2,135 games
- After that51.9 % · 1,726 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
- Tiger-Dillo3,376 games · 56.4 % (instead of 52.6% expected)
- The Last Agni Kai1,242 games · 52.8 % (instead of 49.3% expected)
- Badgermole Cub1,548 games · 58.5 % (instead of 55.4% expected)
- Leaves from the Vine1,251 games · 53.6 % (instead of 50.5% expected)
Cards it wins less with
- Airbending Lesson977 games · 48.9 % (instead of 54.3% expected)
- How to Start a Riot1,037 games · 47.7 % (instead of 51.8% expected)
- Firebender Ascension898 games · 48.1 % (instead of 51.6% expected)
Where it is played
G/R · 50 %
Played in 3.4% 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.




