Super Intelligence
Uncommon · Enchantment — Aura
4.4WeakRank 222 of 276
52.5%Rank 215 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 good playable, but is sometimes cut (4.4/10).
Why. For one blue mana, an Aura that draws a card for the enchanted creature's controller at each upkeep. On your own creature it is an extra card every turn, useful for cards that care about your second card drawn.
Risks. If the creature dies you lose the Aura. It gives the card to the enchanted creature's controller, so on an opposing creature it is a gift. It does nothing for the board.
In the draft. A niche card for blue draw decks. Otherwise it is too risky to pick over creatures.
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 : +2.4 win-rate points
Its place in the set
- Uncommon: rank 82 of 100
- Blue: rank 39 of 42
- Cost 1: rank 21 of 26
- Average pick: 7.5 (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 copy51.7 % · 12,165 games
- 2 copies50.3 % · 875 games
Win rate since the set came out (card in hand)
- First two weeks53.9 % · 3,861 games
- Next two weeks52.2 % · 1,915 games
- After that55.3 % · 253 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
- Arnim Zola, Bio-Fanatic722 games · 51.5 % (instead of 46.8% expected)
- Ironheart, Clever Champion685 games · 51.4 % (instead of 47.4% expected)
- Baron Strucker, HYDRA Overlord774 games · 53.1 % (instead of 49.3% expected)
- Crossbones, Malicious Mercenary673 games · 51.3 % (instead of 47.7% expected)
Cards it wins less with
- Spider-Man, To the Rescue869 games · 47.6 % (instead of 51.6% expected)
- Birnin Zana Plaza779 games · 49.2 % (instead of 52.3% expected)
- Avengers Tower1,278 games · 51.2 % (instead of 54.2% 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.




