Lupinflower Village
Uncommon · Land
5.8PlayableRank 121 of 261
56.9%Rank 95 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).
Good playable that always makes the cut (5.8/10).
Why. A utility land that taps for colorless mana, or for white mana that only casts creature spells, and can later sacrifice itself to dig through the top six cards for a Bat, Bird, Mouse or Rabbit.
Risks. The white mana only pays for creatures, so your white spells need other lands. The dig costs two mana and the land itself.
In the draft. Play it in a white deck with many creatures of those types, such as white-green or white-black. Otherwise it is an optional last utility 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 : +1.1 win-rate points
Its place in the set
- Uncommon: rank 44 of 100
- Colourless: rank 8 of 19
- Cost 0: rank 5 of 10
- Average pick: 8.3 (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.
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 copy56.1 % · 64,304 games
- 2 copies57.0 % · 4,953 games
- 3 copies55.0 % · 211 games
Win rate since the set came out (card in hand)
- First two weeks56.9 % · 18,178 games
- Next two weeks56.6 % · 7,291 games
- After that57.4 % · 3,001 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
- Valley Mightcaller2,895 games · 60.3 % (instead of 57.9% expected)
- Valley Rally3,039 games · 56.7 % (instead of 54.5% expected)
- Warren Warleader4,283 games · 60.4 % (instead of 58.8% expected)
- Seedpod Squire13,937 games · 55.5 % (instead of 54.1% expected)
Cards it wins less with
- Wear Down208 games · 46.2 % (instead of 49.7% expected)
- Pond Prophet3,909 games · 52.6 % (instead of 55.9% expected)
- Season of Gathering1,286 games · 54.9 % (instead of 57.1% 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.




