Celestial Armor
Rare · Artifact — Equipment
9.4BombRank 1 of 271
62.2%Rank 7 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).
The best card of the set (9.4/10).
Why. A flash Equipment that protects and threatens at once. When it enters it attaches to a creature you control, granting hexproof and indestructible until end of turn, which can blank a removal spell or a bad combat. After that, +2/+0 and flying make almost any creature a real threat.
Risks. It does nothing without a creature. Re-equipping costs four mana, one of it white, so moving it is slow. The protection lasts a single turn.
In the draft. A very high pick for any white deck with enough creatures. Hold it to answer your opponent's removal rather than casting it for no reason.
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 : +7.6 win-rate points
Its place in the set
- Rare: rank 1 of 60
- White: rank 1 of 43
- Cost 3: rank 1 of 69
- Average pick: 1.7 (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.
splash
splash
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 copy57.5 % · 43,947 games
- 2 copies58.9 % · 1,813 games
Win rate since the set came out (card in hand)
- First two weeks62.5 % · 12,330 games
- Next two weeks61.3 % · 6,432 games
- After that60.5 % · 913 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
- Fishing Pole247 games · 55.5 % (instead of 50.2% expected)
- Goblin Surprise4,035 games · 59.0 % (instead of 56.6% expected)
- Frenzied Goblin1,579 games · 58.3 % (instead of 56.7% expected)
- Swiftblade Vindicator1,949 games · 59.2 % (instead of 57.7% expected)
Cards it wins less with
- Authority of the Consuls939 games · 50.7 % (instead of 55.1% expected)
- Exsanguinate320 games · 49.1 % (instead of 51.9% expected)
- Inspiring Call596 games · 49.7 % (instead of 52.4% 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.




