Namor the Sub-Mariner

Mythic · Legendary Creature — Mutant Merfolk Villain

Pick rating

7.0GoodRank 45 of 276

Observed strength

56.4%Rank 115 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).

It wins less than its rating suggests.

Why this gap?

The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.

A very good mythic of the format (7.0/10).

Why. A three-mana flyer with four toughness, which blocks very well. In a deck full of blue noncreature spells, each one creates as many 1/1 Merfolk creature tokens as it has blue mana symbols and raises Namor's power.

Risks. He needs two blue mana and plenty of blue noncreature spells to show his value. Without them, he barely attacks.

In the draft. A deck-dependent card: strong in a blue deck full of instants and sorceries, average otherwise. Do not take it as a first pick.

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.

Card in hand at some point in the game56.4 %(set average : 56.8 %)
Card in the opening hand55.5 %(set average : 55.6 %)
Card drawn during the game57.0 %(set average : 57.5 %)

Gap when it is drawn, against the games where it is not : +4.6 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)74.0 %(set average : 63.0 %)

Its place in the set

  • Mythic: rank 21 of 25
  • Blue: rank 7 of 42
  • Cost 3: rank 13 of 80
  • Average pick: 2.8 (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.

2,290 games55.9 %(all pairs : 53.8 %)
1,482 games51.6 %(all pairs : 53.8 %)
817 games55.1 %(all pairs : 53.8 %)
794 games52.9 %(all pairs : 53.8 %)
237 games53.2 %(all pairs : 53.8 %)

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.

Strong players (diamond and mythic ranks), card in hand55.3 %· 714 games
All players, card in hand56.6 %· 2,723 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)56.5 %(set average : 58.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)50.9 %(set average : 53.6 %)

Win rate by number of copies in the deck

  • 1 copy53.8 % · 5,931 games
  • 2 copies52.8 % · 108 games

Win rate since the set came out (card in hand)

  • First two weeks56.7 % · 1,796 games
  • Next two weeks56.3 % · 781 games
  • After that57.5 % · 146 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

Cards it wins less with

Other cards of the same cost and colours

  • Absorbing Man

    23. Absorbing Man

    7.6
  • King T'Challa // Black Panther, Hope Enduring

    26. King T'Challa // Black Panther, Hope Enduring

    7.6
  • The Mighty Thor, Jane Foster

    33. The Mighty Thor, Jane Foster

    7.4
  • Justice, Vance Astrovik

    39. Justice, Vance Astrovik

    7.2

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.