Charred Foyer // Warped Space
Mythic · Enchantment — Room // Enchantment — Room
1.9WeakRank 266 of 271
49.7%Rank 260 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).
Not good filler and often gets cut (1.9/10).
Why. The first door exiles the top card of your library each upkeep and lets you play it that turn: a slow but solid value engine. The second lets you cast one spell from exile for free each turn.
Risks. No effect on the board the turn you cast it, and an exiled card you can't play is lost. Both doors cost ten mana together.
In the draft. A late playable in a red deck that already controls the board. Take it after your creatures and removal.
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 : -1.2 win-rate points
Its place in the set
- Mythic: rank 20 of 20
- Red: rank 40 of 41
- Cost 10: rank 2 of 2
- Average pick: 3.4 (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.
splash
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 copy50.5 % · 14,688 games
- 2 copies51.1 % · 186 games
Win rate since the set came out (card in hand)
- First two weeks49.8 % · 3,777 games
- Next two weeks49.6 % · 1,792 games
- After that49.9 % · 627 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
- Appendage Amalgam746 games · 51.9 % (instead of 47.3% expected)
- Resurrected Cultist837 games · 52.6 % (instead of 48.3% expected)
- Undead Sprinter941 games · 54.9 % (instead of 50.8% expected)
- Friendly Teddy1,252 games · 51.5 % (instead of 48.4% expected)
Cards it wins less with
- Lakeside Shack939 games · 46.4 % (instead of 50.5% expected)
- Twist Reality858 games · 46.4 % (instead of 50.3% expected)
- Glimmerburst1,710 games · 47.5 % (instead of 51.3% 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.
