Super Speed
Common · Enchantment — Aura
2.0WeakRank 268 of 276
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.
Gap when it is drawn, against the games where it is not : -0.6 win-rate points
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.
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 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
- Captain America, Wings of Freedom232 games · 62.1 % (instead of 52.4% expected)
- Captain Mar-Vell, Space-Born301 games · 56.1 % (instead of 48.5% expected)
- Hex Magic159 games · 47.8 % (instead of 41.6% expected)
- Human Torch, Johnny Storm661 games · 51.9 % (instead of 45.7% expected)
Cards it wins less with
- We Say Thee Nay!190 games · 40.5 % (instead of 51.2% expected)
- Frozen in Ice216 games · 40.3 % (instead of 50.4% expected)
- Ultron Drone261 games · 37.9 % (instead of 47.0% 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.



