Phoenix Fleet Airship
Mythic · Artifact — Vehicle
8.3Very goodRank 14 of 281
62.0%Rank 18 of 279 by win rate, card in hand · set average: 56.2%
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).
One of the very best mythics of the format (8.3/10).
Why. A 4/4 flying Vehicle with Crew 1: little investment for a solid aerial attack. If you sacrificed a permanent this turn, it copies itself at your end step, which grows your fleet.
Risks. It does nothing without a creature to crew it, and its copy effect needs sacrifice sources that few decks provide. Artifact removal neutralizes it.
In the draft. A good flying Vehicle even without the copy effect; take it in a black deck with cheap creatures. The sacrifice is a bonus, not the plan.
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 : +10.2 win-rate points
Its place in the set
- Mythic: rank 10 of 20
- Black: rank 4 of 40
- Cost 4: rank 5 of 52
- Average pick: 2.2 (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 copy56.7 % · 16,029 games
- 2 copies55.9 % · 474 games
Win rate since the set came out (card in hand)
- First two weeks62.2 % · 3,698 games
- Next two weeks62.4 % · 2,233 games
- After that63.7 % · 1,635 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
- Curious Farm Animals962 games · 59.9 % (instead of 55.1% expected)
- Sandbender Scavengers1,014 games · 57.4 % (instead of 53.7% expected)
- Katara, Bending Prodigy1,200 games · 59.1 % (instead of 55.9% expected)
- Tolls of War3,445 games · 59.2 % (instead of 56.4% expected)
Cards it wins less with
- Vindictive Warden1,534 games · 51.8 % (instead of 55.7% expected)
- Firebending Lesson1,740 games · 53.4 % (instead of 57.2% expected)
- Lo and Li, Twin Tutors820 games · 52.0 % (instead of 55.2% 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.




