Watery Grasp
Common · Enchantment — Aura
6.0PlayableRank 112 of 281
57.9%Rank 62 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 (6.0/10).
Why. A one-mana aura that keeps the enchanted creature from untapping: a tapped creature stays out of action, and an untapped one can attack only once more. Later, Waterbend 5 shuffles it into its owner's library.
Risks. It is weak on an untapped creature that stays home, since it keeps blocking. The creature's abilities that do not need it to tap stay active.
In the draft. A very solid blue removal for its price. Take it high, ahead of average creatures. Look for artifacts and creatures to help pay for Waterbend.
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 : +2.4 win-rate points
Its place in the set
- Common: rank 10 of 91
- Blue: rank 20 of 40
- Cost 1: rank 14 of 26
- Average pick: 6.3 (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 copy56.6 % · 92,856 games
- 2 copies57.2 % · 33,774 games
- 3 copies59.4 % · 6,373 games
- 4 copies or more60.0 % · 985 games
Win rate since the set came out (card in hand)
- First two weeks58.6 % · 33,250 games
- Next two weeks58.1 % · 22,183 games
- After that57.8 % · 16,179 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
- Tolls of War1,594 games · 59.8 % (instead of 56.6% expected)
- The Walls of Ba Sing Se164 games · 50.0 % (instead of 47.1% expected)
Cards it wins less with
- Ozai, the Phoenix King549 games · 48.3 % (instead of 55.6% expected)
- Foggy Swamp Visions180 games · 42.2 % (instead of 48.7% expected)
- Earth King's Lieutenant1,604 games · 53.8 % (instead of 58.3% expected)
Where it is played
B/U · 65 %G/U · 63 %
Played in 24% 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.




