Meltstrider's Gear
Common · Artifact — Equipment
3.5WeakRank 236 of 261
47.9%Rank 279 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).
Filler card but sometimes gets cut (3.5/10).
Why. For one green mana it attaches itself to a creature, giving +2/+1 and reach. That turns a small body into a decent blocker against fliers, and it can win a combat on turn 2.
Risks. The equip cost is five mana, so if the creature dies the Equipment is nearly dead weight. It is a fragile bonus that does little if you have no creature to carry it.
In the draft. A late-pack playable for an aggressive green deck or one short on air defence. Do not take it over a real creature or removal.
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 : -1.7 win-rate points
Its place in the set
- Common: rank 71 of 81
- Green: rank 40 of 41
- Cost 1: rank 31 of 33
- Average pick: 11.9 (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 copy51.1 % · 3,378 games
- 2 copies46.9 % · 243 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
- Thrumming Hivepool194 games · 60.8 % (instead of 51.3% expected)
- Icetill Explorer213 games · 53.5 % (instead of 47.8% expected)
- Divert Disaster262 games · 56.5 % (instead of 51.1% expected)
- Lost in Space287 games · 56.4 % (instead of 51.3% expected)
Cards it wins less with
- Sledge-Class Seedship258 games · 45.3 % (instead of 51.0% expected)
- Radiant Strike435 games · 45.1 % (instead of 50.3% expected)
- Genemorph Imago187 games · 48.7 % (instead of 53.2% 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.




