Glider Staff
Uncommon · Artifact — Equipment
6.6GoodRank 62 of 281
57.9%Rank 61 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 uncommon of the format (6.6/10).
Why. A three-mana Equipment that airbends a creature when it enters, then gives +1/+1 and flying. You can gain tempo against an opposing creature, or save your own. The Equipment stays useful afterwards.
Risks. Airbend lets the owner recast the creature for two, so it is tempo, not removal. Re-equipping costs two mana.
In the draft. A good pick for white decks. It gives flying to almost any creature and stays useful late in the game.
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
- Uncommon: rank 19 of 110
- White: rank 12 of 40
- Cost 3: rank 16 of 64
- Average pick: 3.7 (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 copy57.7 % · 57,643 games
- 2 copies57.5 % · 6,252 games
- 3 copies57.8 % · 223 games
Win rate since the set came out (card in hand)
- First two weeks59.3 % · 15,292 games
- Next two weeks58.5 % · 7,865 games
- After that58.6 % · 5,421 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
- Zhao, Ruthless Admiral758 games · 56.6 % (instead of 53.7% expected)
- Aang, at the Crossroads // Aang, Destined Savior4,154 games · 60.8 % (instead of 58.6% expected)
- Haru, Hidden Talent3,948 games · 57.7 % (instead of 55.9% expected)
- Katara, the Fearless1,823 games · 55.4 % (instead of 53.8% expected)
Cards it wins less with
- Avatar Aang // Aang, Master of Elements715 games · 49.4 % (instead of 53.7% expected)
- Koh, the Face Stealer986 games · 56.5 % (instead of 60.0% expected)
- The Spirit Oasis424 games · 47.4 % (instead of 50.7% expected)
Where it is played
B/W · 28 %R/W · 28 %
Played in 11% 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.




