Spirit Water Revival
Rare · Sorcery
6.4GoodRank 84 of 281
55.6%Rank 129 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 (6.4/10).
Why. A three-mana sorcery that draws two cards. With waterbend 6 as an additional cost it shuffles your graveyard into your library and draws seven with no maximum hand size: a huge late-game effect.
Risks. It does nothing to the board, and it exiles itself after use. The waterbend 6 mode costs nine mana in total, with plenty of artifacts and creatures to tap to help pay.
In the draft. A slow blue deck card, not a priority. Play it if you have enough good creatures to hold on while you wait.
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 : +1.9 win-rate points
Its place in the set
- Rare: rank 35 of 60
- Blue: rank 12 of 40
- Cost 3: rank 21 of 64
- Average pick: 3.4 (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 copy55.3 % · 25,535 games
- 2 copies52.6 % · 878 games
Win rate since the set came out (card in hand)
- First two weeks56.6 % · 6,306 games
- Next two weeks55.7 % · 3,512 games
- After that56.0 % · 2,355 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-Seal534 games · 56.2 % (instead of 52.0% expected)
- Ruinous Waterbending615 games · 54.5 % (instead of 51.1% expected)
- Azula, On the Hunt1,533 games · 56.5 % (instead of 54.1% expected)
- Canyon Crawler2,462 games · 56.7 % (instead of 54.4% expected)
Cards it wins less with
- Origin of Metalbending1,641 games · 51.8 % (instead of 54.8% expected)
- Raucous Audience1,989 games · 52.5 % (instead of 55.2% expected)
- Invasion Reinforcements1,569 games · 54.3 % (instead of 56.7% 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.




