Genji Glove
Rare · Artifact — Equipment
2.0WeakRank 277 of 294
50.0%Rank 314 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).
Not good filler and often gets cut (2.0/10).
Why. An Equipment that grants double strike; in the turn's first combat phase it untaps the attacking creature and adds a combat phase. A good creature wearing it hits very hard, but the total cost is steep: five to cast, then three to equip.
Risks. The tempo cost is huge and the card does nothing alone. If the creature is killed in response to equipping, the three mana you invested are lost.
In the draft. Play it in an aggressive deck with strong combat creatures, never as a priority. A deck without real threats gets nothing from it.
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 : -2.2 win-rate points
Its place in the set
- Rare: rank 65 of 74
- Colourless: rank 40 of 44
- Cost 5: rank 29 of 29
- Average pick: 6.1 (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 copy52.0 % · 6,839 games
- 2 copies61.4 % · 101 games
Win rate since the set came out (card in hand)
- First two weeks49.4 % · 1,779 games
- Next two weeks49.4 % · 778 games
- After that49.6 % · 272 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
- Summon: Fenrir510 games · 59.2 % (instead of 53.7% expected)
- Summon: Primal Garuda728 games · 57.1 % (instead of 52.3% expected)
- Tidus, Blitzball Star464 games · 53.7 % (instead of 49.2% expected)
Cards it wins less with
- Guadosalam, Farplane Gateway406 games · 43.8 % (instead of 51.0% expected)
- Gohn, Town of Ruin416 games · 45.2 % (instead of 51.7% expected)
- Eject412 games · 46.8 % (instead of 53.1% 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.

