Iron Man Armor
Mythic · Artifact — Equipment
7.4Very goodRank 31 of 276
58.8%Rank 53 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).
A very good mythic of the format (7.4/10).
Why. A three-mana Equipment that attaches free to one of your creatures on entering: +2/+1 and flying. It can also become a flying creature itself for a turn, bigger with more artifacts.
Risks. It needs a creature on the battlefield. If the opponent kills it in response, the Equipment is not attached, and re-equipping costs two. An equipped flier draws removal.
In the draft. A fine mid-list Equipment, especially white-blue. Take it if your deck lacks aerial threats.
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 : +5.3 win-rate points
Its place in the set
- Mythic: rank 16 of 25
- Colourless: rank 3 of 35
- Cost 3: rank 7 of 80
- Average pick: 1.3 (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 since the set came out (card in hand)
- First two weeks59.0 % · 2,845 games
- Next two weeks59.8 % · 1,371 games
- After that56.9 % · 232 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
- Secret Invasion546 games · 62.8 % (instead of 57.4% expected)
- The Masters of Evil681 games · 57.3 % (instead of 52.8% expected)
- Colleen Wing, Street Samurai561 games · 60.2 % (instead of 56.1% expected)
- Super Villain Lockup830 games · 60.0 % (instead of 56.1% expected)
Cards it wins less with
- Villainous Hideout791 games · 52.3 % (instead of 55.8% expected)
- Echo, Perceptive Prodigy743 games · 52.2 % (instead of 55.2% expected)
- Dependable Quinjet701 games · 51.8 % (instead of 54.5% 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.




