Keys to the House
Uncommon · Artifact
4.6WeakRank 203 of 271
51.3%Rank 236 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 (4.6/10).
Why. A one-mana artifact that, for one more mana, sacrifices itself to put a basic land in your hand: light fixing and insurance against missing land drops. Its second mode locks or unlocks a door of a Room you control for three mana, at sorcery speed only.
Risks. It has no impact on the battlefield and costs tempo for a modest result. Without Rooms in your deck the second mode is dead.
In the draft. A late-pack pick, playable mainly in a multicolour deck or one with many Rooms. A normal deck wants a real action card instead.
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 : -0.9 win-rate points
Its place in the set
- Uncommon: rank 87 of 100
- Colourless: rank 19 of 30
- Cost 1: rank 23 of 26
- 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 copy51.4 % · 39,436 games
- 2 copies49.6 % · 1,928 games
Win rate since the set came out (card in hand)
- First two weeks51.1 % · 9,180 games
- Next two weeks50.4 % · 6,653 games
- After that50.4 % · 2,363 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 Counsel234 games · 52.6 % (instead of 47.2% expected)
- Cursed Recording592 games · 53.0 % (instead of 48.1% expected)
- Bear Trap1,530 games · 52.5 % (instead of 48.5% expected)
- Kaito, Bane of Nightmares1,223 games · 53.7 % (instead of 50.0% expected)
Cards it wins less with
- Irreverent Gremlin2,878 games · 50.2 % (instead of 53.1% expected)
- Acrobatic Cheerleader2,214 games · 48.3 % (instead of 51.1% expected)
- Fear of Surveillance4,488 games · 49.8 % (instead of 52.1% 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.



