Dragoon's Lance
Uncommon · Artifact — Equipment
8.3Very goodRank 14 of 294
61.6%Rank 20 of 341 by win rate, card in hand · set average: 56.4%
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).
One of the very best uncommons of the format (8.3/10).
Why. A two-mana Equipment that brings its own 1/1 Hero, which becomes a 2/1 Knight with flying during your turn. That is an air attacker for two mana, and Job select saves you the equip cost.
Risks. The Equipment stays if the token dies, but re-equipping costs four mana. The 2/1 Hero is fragile and only flies on your turn.
In the draft. A high pick in white, especially in an aggressive deck. Look for more light creatures to carry it afterward.
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 : +6.3 win-rate points
Its place in the set
- Uncommon: rank 1 of 110
- White: rank 3 of 43
- Cost 2: rank 4 of 63
- Average pick: 2.9 (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 copy58.3 % · 69,609 games
- 2 copies60.3 % · 12,046 games
- 3 copies66.0 % · 1,347 games
- 4 copies or more62.0 % · 100 games
Win rate since the set came out (card in hand)
- First two weeks61.6 % · 20,622 games
- Next two weeks61.9 % · 12,591 games
- After that60.8 % · 4,179 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
- Genji Glove1,141 games · 58.9 % (instead of 55.1% expected)
- Aettir and Priwen333 games · 53.5 % (instead of 50.2% expected)
Cards it wins less with
- Summon: Bahamut728 games · 53.7 % (instead of 57.7% expected)
- Magic Damper3,575 games · 54.8 % (instead of 58.1% expected)
- Retrieve the Esper7,066 games · 55.2 % (instead of 58.3% expected)
Where it is played
U/W · 43 %B/W · 37 %
Played in 10% 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.




