Funeral Room // Awakening Hall
Mythic · Enchantment — Room // Enchantment — Room
6.0PlayableRank 100 of 271
55.4%Rank 121 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).
Good playable that always makes the cut (6.0/10).
Why. A mythic Room: at three mana, the first half drains one life whenever one of your creatures dies. The second half, at eight mana, returns all creature cards from your graveyard to the battlefield.
Risks. The second half is very expensive and needs a full graveyard. The first half alone does not win the game, and it is slow in a deck without trades.
In the draft. A card for slow black decks. Take it for the late-game power; play it if your deck lives long.
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 : +5.0 win-rate points
Its place in the set
- Mythic: rank 16 of 20
- Black: rank 12 of 42
- Cost 11: rank 1 of 2
- Average pick: 2.3 (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 copy52.7 % · 16,445 games
- 2 copies51.9 % · 212 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 3,978 games
- Next two weeks56.0 % · 2,386 games
- After that56.5 % · 833 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
- Demonic Counsel205 games · 54.6 % (instead of 48.6% expected)
- Boilerbilges Ripper1,042 games · 54.9 % (instead of 51.3% expected)
- Skullsnap Nuisance1,348 games · 52.6 % (instead of 49.0% expected)
- Murky Sewer2,662 games · 54.2 % (instead of 50.7% expected)
Cards it wins less with
- Sheltered by Ghosts928 games · 46.8 % (instead of 55.0% expected)
- Fear of Surveillance1,680 games · 47.4 % (instead of 53.5% expected)
- Fear of Immobility927 games · 47.8 % (instead of 53.0% 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.
