Origin of Metalbending
Common · Instant — Lesson
5.8PlayableRank 123 of 281
55.8%Rank 126 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 flexible two-mana instant: destroy an artifact or enchantment, or put a +1/+1 counter on your creature and make it indestructible until end of turn. The second mode wins a combat or counters a destroy removal.
Risks. Targets for the first mode are rare; the second is a plain trick. It doesn't protect against exile or non-destroy effects.
In the draft. A good last slot for a green deck. A mid-pack pick; its flexibility makes it playable almost anywhere.
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 : +1.5 win-rate points
Its place in the set
- Common: rank 15 of 91
- Green: rank 15 of 39
- Cost 2: rank 31 of 74
- Average pick: 9.3 (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 copy55.8 % · 57,062 games
- 2 copies54.1 % · 5,530 games
- 3 copies53.5 % · 256 games
Win rate since the set came out (card in hand)
- First two weeks56.4 % · 13,173 games
- Next two weeks56.7 % · 8,345 games
- After that56.6 % · 5,991 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
- The Last Agni Kai1,004 games · 55.2 % (instead of 51.6% expected)
- Fire Nation Raider1,420 games · 55.3 % (instead of 52.3% expected)
- Zuko, Exiled Prince2,613 games · 56.6 % (instead of 53.7% expected)
Cards it wins less with
- Crescent Island Temple597 games · 45.1 % (instead of 49.2% expected)
- Ember Island Production804 games · 48.4 % (instead of 52.4% expected)
- Northern Air Temple439 games · 45.1 % (instead of 48.9% expected)
Where it is played
G/R · 46 %B/G · 40 %
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.




