Vibranium Energy Daggers
Common · Artifact — Equipment
1.4WeakRank 276 of 276
50.7%Rank 253 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. An indestructible one-mana equipment that gives +2/+2. It shrugs off effects that destroy, and it stays on the battlefield when the equipped creature dies, ready for the next one.
Risks. Equip costs three mana, which is heavy, so a good part of the bonus is lost in tempo. It does nothing without a creature, and removal on the equipped creature wastes the turn you spent.
In the draft. Decent filler for an aggro deck with many small creatures. Take it late, after your creatures and removal, not before.
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 : +0.4 win-rate points
Its place in the set
- Common: rank 91 of 91
- Colourless: rank 35 of 35
- Cost 1: rank 26 of 26
- Average pick: 11.4 (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 copy51.8 % · 8,853 games
- 2 copies51.3 % · 657 games
Win rate since the set came out (card in hand)
- First two weeks51.4 % · 2,773 games
- Next two weeks50.3 % · 1,347 games
- After that50.0 % · 182 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
- Luke Cage, Power Man644 games · 54.0 % (instead of 48.9% expected)
- Armor Wars253 games · 49.4 % (instead of 44.6% expected)
- Blazing Crescendo534 games · 52.1 % (instead of 47.6% expected)
- Go Nuts!756 games · 57.0 % (instead of 52.8% expected)
Cards it wins less with
- Stark Industries867 games · 47.9 % (instead of 51.1% expected)
- Subterranean Cavern604 games · 48.8 % (instead of 51.9% expected)
- Elektra, Daughter of the Hand650 games · 50.6 % (instead of 53.2% expected)
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.
