Honest Work
Uncommon · Enchantment — Aura
4.0WeakRank 243 of 281
50.8%Rank 261 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 (4.0/10).
Why. For a single blue mana you tap an opposing creature, strip its counters and abilities, and turn it into a 1/1 that taps for colourless mana. It is cheap removal, even against a strong threat.
Risks. The opponent keeps a 1/1 that can chump block and tap for colourless mana, and the creature untaps normally afterwards. If it leaves the battlefield, you lose the Aura.
In the draft. Decent removal in blue, especially against a single big threat. Take it higher if the format is full of creatures with abilities.
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 : +0.7 win-rate points
Its place in the set
- Uncommon: rank 94 of 110
- Blue: rank 37 of 40
- Cost 1: rank 23 of 26
- Average pick: 9.5 (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 copy51.3 % · 9,205 games
- 2 copies50.2 % · 883 games
Win rate since the set came out (card in hand)
- First two weeks50.1 % · 2,856 games
- Next two weeks51.6 % · 923 games
- After that52.6 % · 910 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-Seal323 games · 54.2 % (instead of 47.9% expected)
- Waterbender Ascension753 games · 49.7 % (instead of 43.6% expected)
- Jasmine Dragon Tea Shop532 games · 55.8 % (instead of 51.1% expected)
- Air Nomad Legacy1,261 games · 54.3 % (instead of 50.1% expected)
Cards it wins less with
- Invasion Reinforcements577 games · 48.9 % (instead of 52.7% expected)
- Earth Kingdom Protectors567 games · 49.4 % (instead of 52.9% expected)
- Badgermole724 games · 47.7 % (instead of 51.1% 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.




