Leyline of Hope
Rare · Enchantment
2.0WeakRank 256 of 271
Not good filler and often gets cut (2.0/10).
Why. An enchantment that adds 1 to every life gain, and gives your creatures +2/+2 once you are at least 7 life above your starting total. It assumes a lifegain deck.
Risks. It does nothing on the board alone, and you need a deck that gains a lot of life. Even from the opening hand it doesn't stop opposing creatures.
In the draft. Don't play it, except in a heavily lifegain deck. It takes the slot of a card that actually does something.
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.
Its place in the set
- Rare: rank 51 of 60
- White: rank 40 of 41
- Cost 4: rank 35 of 41
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 on the play and on the draw
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
- Neglected Manor156 games · 42.9 % (instead of 37.9% expected)
- Seized from Slumber195 games · 45.1 % (instead of 41.1% expected)
- Shroudstomper151 games · 42.4 % (instead of 38.5% expected)
- Trapped in the Screen217 games · 43.3 % (instead of 42.0% expected)
Cards it wins less with
- Grand Entryway // Elegant Rotunda180 games · 37.8 % (instead of 41.3% expected)
- Winter's Intervention181 games · 38.1 % (instead of 39.7% expected)
- Fear of Surveillance160 games · 41.3 % (instead of 41.8% 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.




