Waterbender Ascension
Rare · Enchantment
1.9WeakRank 276 of 281
45.2%Rank 279 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).
Not good filler and often gets cut (1.9/10).
Why. A two-mana enchantment that gets a quest counter whenever one of your creatures deals combat damage to a player; with four or more counters, you draw. Waterbend 4 makes a creature unblockable.
Risks. Slow, no board impact and heavily reliant on attacks connecting. It takes four hits before the first card, which is too slow for what it gives.
In the draft. Weak. Let it go, and play it only as a last resort in a very aggressive blue deck.
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 : -4.6 win-rate points
Its place in the set
- Rare: rank 60 of 60
- Blue: rank 40 of 40
- Cost 2: rank 74 of 74
- Average pick: 5.5 (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 copy48.7 % · 8,787 games
- 2 copies41.2 % · 238 games
Win rate since the set came out (card in hand)
- First two weeks46.6 % · 2,427 games
- Next two weeks43.0 % · 926 games
- After that44.5 % · 613 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
- Honest Work753 games · 49.7 % (instead of 43.6% expected)
- The Mechanist, Aerial Artisan1,009 games · 53.4 % (instead of 49.2% expected)
- Momo, Friendly Flier562 games · 53.6 % (instead of 49.5% expected)
- Ember Island Production614 games · 49.3 % (instead of 45.3% expected)
Cards it wins less with
- Platypus-Bear513 games · 41.9 % (instead of 46.8% expected)
- The Unagi of Kyoshi Island878 games · 46.5 % (instead of 49.6% expected)
- Yuyan Archers669 games · 46.2 % (instead of 49.2% 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.




