Greenhouse // Rickety Gazebo
Uncommon · Enchantment — Room // Enchantment — Room
1.4WeakRank 270 of 271
49.6%Rank 261 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A two-door Room: Greenhouse lets your lands tap for any color, while Rickety Gazebo mills four and returns up to two permanent cards to your hand. It gives you fixing or card advantage, and as an enchantment it triggers eerie.
Risks. Neither door affects the board directly: you spend a whole turn on fixing or recursion. Gazebo is random (you need permanents among the four cards) and Greenhouse only matters in a truly multicolor deck.
In the draft. A support card, not a priority. It fits a three-color green deck or one that rewards Rooms and eerie; otherwise let it go by without regret.
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 : +1.6 win-rate points
Its place in the set
- Uncommon: rank 100 of 100
- Green: rank 42 of 42
- Cost 7: rank 10 of 10
- Average pick: 9.2 (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 copy49.0 % · 20,309 games
- 2 copies46.7 % · 1,611 games
Win rate since the set came out (card in hand)
- First two weeks49.9 % · 5,638 games
- Next two weeks49.7 % · 2,938 games
- After that49.1 % · 1,001 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
- Marina Vendrell1,982 games · 44.4 % (instead of 38.8% expected)
- Meathook Massacre II574 games · 47.7 % (instead of 43.6% expected)
- Emerge from the Cocoon1,985 games · 49.8 % (instead of 46.0% expected)
- Found Footage1,552 games · 51.5 % (instead of 47.8% expected)
Cards it wins less with
- Raucous Carnival1,403 games · 45.0 % (instead of 49.2% expected)
- Painter's Studio // Defaced Gallery1,308 games · 46.1 % (instead of 50.0% expected)
- Ticket Booth // Tunnel of Hate2,571 games · 45.2 % (instead of 48.5% 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.

