Armasaur Guide
Common · Creature — Dinosaur
2.0WeakRank 251 of 271
50.4%Rank 239 of 274 by win rate, card in hand · set average: 55.7%
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 4/4 vigilance for five that puts a +1/+1 counter on a creature you control whenever you attack with three or more creatures. It attacks without exposing itself and grows a go-wide deck.
Risks. You need three attackers to trigger it, which is hard against a defensive board. Five mana for a 4/4 is an average rate.
In the draft. Filler for aggressive white decks. Take it mid or late in the pack.
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 82 of 90
- White: rank 42 of 43
- Cost 5: rank 27 of 27
- Average pick: 10.9 (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 copy52.1 % · 27,891 games
- 2 copies51.2 % · 2,392 games
- 3 copies50.0 % · 122 games
Win rate since the set came out (card in hand)
- First two weeks50.6 % · 8,540 games
- Next two weeks50.5 % · 3,568 games
- After that49.4 % · 601 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
- Adventuring Gear589 games · 52.1 % (instead of 46.4% expected)
- Exsanguinate368 games · 49.2 % (instead of 46.4% expected)
- Stroke of Midnight3,185 games · 51.5 % (instead of 49.1% expected)
- Good-Fortune Unicorn4,366 games · 52.3 % (instead of 50.0% expected)
Cards it wins less with
- Valkyrie's Call1,316 games · 49.4 % (instead of 52.8% expected)
- Fanatical Firebrand2,084 games · 49.2 % (instead of 51.7% expected)
- Courageous Goblin2,385 games · 49.9 % (instead of 52.3% 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.




