Super Speed

Common · Enchantment — Aura

Pick rating

2.0WeakRank 268 of 276

Observed strength

49.6%Rank 262 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).

Not good filler and often gets cut (2.0/10).

Why. A one-mana Aura with flash: the creature gains first strike until end of turn, then gets +1/+0 and haste for as long as the Aura stays. It works as a combat trick that leaves a lasting bonus.

Risks. An Aura exposes you to a two-for-one: the opponent answers with removal and you lose the card. The +1/+0 bonus is thin.

In the draft. Very weak: only play it in a red deck with many Auras and targeted spells. Otherwise leave 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.

Card in hand at some point in the game49.6 %(set average : 56.8 %)
Card in the opening hand47.3 %(set average : 55.6 %)
Card drawn during the game51.3 %(set average : 57.5 %)

Gap when it is drawn, against the games where it is not : -0.6 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)4.0 %(set average : 63.0 %)

Its place in the set

  • Common: rank 85 of 91
  • Red: rank 33 of 37
  • Cost 1: rank 24 of 26
  • Average pick: 12.5 (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.

1,974 games53.1 %(all pairs : 49.7 %)
539 games48.4 %(all pairs : 49.7 %)
367 games48.2 %(all pairs : 49.7 %)
358 games38.0 %(all pairs : 49.7 %)

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 hand48.9 %· 315 games
All players, card in hand49.0 %· 1,571 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)52.6 %(set average : 58.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)46.7 %(set average : 53.6 %)

Win rate by number of copies in the deck

  • 1 copy49.4 % · 3,208 games
  • 2 copies52.5 % · 404 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

  • Quicksilver, Brash Blur

    153. Quicksilver, Brash Blur

    5.4
  • Hawkeye's Bow

    182. Hawkeye's Bow

    5.0
  • Stark Industries Executive

    272. Stark Industries Executive

    1.7

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.