Super Strength

Common · Enchantment — Aura

Pick rating

4.8WeakRank 197 of 276

Observed strength

51.4%Rank 243 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 solid playable that rarely gets cut (4.8/10).

Why. A five-mana Aura: +4/+4, trample and ward one. On an evasive or resilient creature it creates a threat that ends the game fast.

Risks. Five mana and the risk of a two-for-one if the creature is removed in response. Ward one gives only slight protection.

In the draft. A risky Aura, to consider only if the rest of your deck is solid. It is rarely the first card to take.

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 game51.4 %(set average : 56.8 %)
Card in the opening hand47.9 %(set average : 55.6 %)
Card drawn during the game53.7 %(set average : 57.5 %)

Gap when it is drawn, against the games where it is not : +0.3 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)5.0 %(set average : 63.0 %)

Its place in the set

  • Common: rank 48 of 91
  • Green: rank 29 of 37
  • Cost 5: rank 21 of 25
  • Average pick: 12.3 (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.

1,594 games52.2 %(all pairs : 51.7 %)
740 games54.2 %(all pairs : 51.7 %)
627 games51.7 %(all pairs : 51.7 %)
547 games51.2 %(all pairs : 51.7 %)
155 games47.7 %(all pairs : 51.7 %)
125 games48.8 %(all pairs : 51.7 %)
117 games50.4 %(all pairs : 51.7 %)

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 hand52.1 %· 384 games
All players, card in hand52.0 %· 1,842 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)55.2 %(set average : 58.6 %)
Games on the draw, so drawing from the first turn (the deck holds the card)48.4 %(set average : 53.6 %)

Win rate by number of copies in the deck

  • 1 copy51.9 % · 3,908 games
  • 2 copies50.4 % · 337 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

  • The Coming of Galactus

    4. The Coming of Galactus

    9.0
  • Ka-Zar of the Savage Land

    44. Ka-Zar of the Savage Land

    7.0
  • World War Hulk

    85. World War Hulk

    6.3
  • Hulk, Gamma Goliath

    92. Hulk, Gamma Goliath

    6.2

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.