Atomic Microsizer
Uncommon · Artifact — Equipment
2.0WeakRank 241 of 261
49.1%Rank 273 of 287 by win rate, card in hand · set average: 56.0%
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 (2.0/10).
Why. A one-mana Equipment giving +1/+0 and, whenever the equipped creature attacks, making a creature of your choice unblockable with base power and toughness 1/1 until end of turn. It mostly helps get a creature through, even a shrunken one.
Risks. The target becomes a base 1/1, so you gain little with a creature that hits hard. Equipping costs two mana, and the effect stays thin.
In the draft. A late-pack playable, for a blue evasion or artifact deck. Do not take it over removal or a good creature.
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 : -2.1 win-rate points
Its place in the set
- Uncommon: rank 93 of 100
- Blue: rank 37 of 41
- Cost 1: rank 32 of 33
- Average pick: 10.6 (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 copy51.5 % · 5,284 games
- 2 copies48.4 % · 157 games
Win rate since the set came out (card in hand)
- First two weeks48.8 % · 1,813 games
- Next two weeks54.0 % · 439 games
- After that56.0 % · 150 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
- Sinister Cryologist409 games · 54.0 % (instead of 46.1% expected)
- Sunstar Chaplain277 games · 60.6 % (instead of 53.6% expected)
- Rust Harvester282 games · 58.2 % (instead of 51.4% expected)
- Virulent Silencer368 games · 50.8 % (instead of 45.0% expected)
Cards it wins less with
- Mouth of the Storm900 games · 47.6 % (instead of 52.5% expected)
- Secluded Starforge292 games · 48.3 % (instead of 53.0% expected)
- Perigee Beckoner349 games · 47.6 % (instead of 51.6% 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.




