Central Elevator // Promising Stairs
Rare · Enchantment — Room // Enchantment — Room
5.0PlayableRank 175 of 271
52.1%Rank 227 of 269 by win rate, card in hand · set average: 55.9%
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 (5.0/10).
Why. A utility Room: the first door searches for another Room and puts it in your hand, the second surveils 1 each upkeep and wins you the game at eight different unlocked door names.
Risks. The win condition is unrealistic in draft and the rest is slow. You need Rooms in your deck, and the first door has no immediate board impact.
In the draft. Only in a blue deck packed with Rooms, where the first door stays a fair card engine. Otherwise leave it.
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 : +4.6 win-rate points
Its place in the set
- Rare: rank 42 of 60
- Blue: rank 27 of 41
- Cost 7: rank 6 of 10
- Average pick: 6.5 (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 copy49.4 % · 15,825 games
- 2 copies49.1 % · 1,246 games
Win rate since the set came out (card in hand)
- First two weeks52.1 % · 4,695 games
- Next two weeks51.2 % · 2,532 games
- After that50.6 % · 809 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
- Smoky Lounge // Misty Salon8,687 games · 50.0 % (instead of 44.8% expected)
- Pyroclasm2,441 games · 50.8 % (instead of 45.8% expected)
- Intruding Soulrager4,224 games · 50.4 % (instead of 46.2% expected)
- Marina Vendrell1,033 games · 43.5 % (instead of 39.3% expected)
Cards it wins less with
- Defiled Crypt // Cadaver Lab936 games · 42.1 % (instead of 46.7% expected)
- Wary Watchdog875 games · 45.1 % (instead of 49.6% expected)
- Most Valuable Slayer1,368 games · 45.9 % (instead of 49.8% 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.


