Hidden Grotto
Common · Land
4.4WeakRank 206 of 261
54.6%Rank 166 of 265 by win rate, card in hand · set average: 56.0%
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 good playable, but is sometimes cut (4.4/10).
Why. A land that surveils 1 on entering and taps for colorless. For an extra mana it makes any color: slow fixing, but useful.
Risks. On its own it only taps for colorless; getting a color costs an extra mana, so you lose tempo. In a deck with demanding color requirements it can get in the way.
In the draft. A utility land for a three-color deck or a splash. In a two-color deck it does not replace a basic land.
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 : +0.7 win-rate points
Its place in the set
- Common: rank 38 of 81
- Colourless: rank 14 of 19
- Cost 0: rank 9 of 10
- Average pick: 8.6 (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 copy54.3 % · 166,526 games
- 2 copies53.1 % · 18,756 games
- 3 copies55.4 % · 1,206 games
Win rate since the set came out (card in hand)
- First two weeks54.8 % · 51,613 games
- Next two weeks53.9 % · 22,186 games
- After that54.3 % · 9,014 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
- Festival of Embers515 games · 50.3 % (instead of 47.6% expected)
- Nightwhorl Hermit8,126 games · 51.0 % (instead of 49.2% expected)
- Cruelclaw's Heist5,003 games · 53.2 % (instead of 51.6% expected)
Cards it wins less with
- Wishing Well664 games · 49.7 % (instead of 52.4% expected)
- The Infamous Cruelclaw2,918 games · 51.1 % (instead of 53.4% expected)
- Three Tree City1,366 games · 48.8 % (instead of 51.1% 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.




