Falcon's Wing Harness
Uncommon · Artifact — Equipment
6.2GoodRank 88 of 276
57.3%Rank 84 of 273 by win rate, card in hand · set average: 56.8%
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).
Good playable that always makes the cut (6.2/10).
Why. A two-mana Equipment that attaches itself when it enters: +1/+1, flying, and ward 1. It turns any creature into an evasive attacker that is awkward to target.
Risks. With no creature in play when it enters it attaches to nothing, and equipping later costs three mana. It does nothing against effects that do not target.
In the draft. A good blue playable, especially in white-blue with plenty of creatures; take it fairly high for an aerial plan.
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 : +2.9 win-rate points
Its place in the set
- Uncommon: rank 20 of 100
- Blue: rank 15 of 42
- Cost 2: rank 21 of 63
- Average pick: 5.8 (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 copy56.5 % · 32,387 games
- 2 copies55.7 % · 1,935 games
Win rate since the set came out (card in hand)
- First two weeks58.2 % · 10,112 games
- Next two weeks57.3 % · 4,942 games
- After that59.5 % · 740 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
- The Astonishing Ant-Man1,607 games · 59.3 % (instead of 55.7% expected)
- Captain America, Super-Soldier804 games · 60.8 % (instead of 57.8% expected)
- Okoye, Dora Milaje Leader4,034 games · 60.2 % (instead of 57.8% expected)
- Savage Land Dinosaur2,914 games · 58.7 % (instead of 56.4% expected)
Cards it wins less with
- Hawkeye, Master Marksman768 games · 51.2 % (instead of 55.4% expected)
- Death to Our Enemies460 games · 45.4 % (instead of 49.3% expected)
- S.H.I.E.L.D. Helicarrier1,345 games · 53.0 % (instead of 56.5% 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.




