Restricted Office // Lecture Hall
Rare · Enchantment — Room // Enchantment — Room
5.2PlayableRank 166 of 271
55.0%Rank 141 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 (5.2/10).
Why. A rare Room. Restricted Office destroys all creatures with power 3 or greater for four mana, a powerful sweeper against big threats. Lecture Hall, later on, gives your other permanents hexproof.
Risks. The sweeper also hits your own creatures with power 3 or more, and it does nothing against small bodies. Lecture Hall costs seven mana, which is a lot.
In the draft. A pick for white control decks, mostly in white-blue. Take it if you have small creatures or removal for little bodies; otherwise it can backfire.
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 : +1.5 win-rate points
Its place in the set
- Rare: rank 40 of 60
- Multicolour: rank 27 of 34
- Cost 11: rank 2 of 2
- Average pick: 4.2 (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.
splash
splash
splash
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 copy54.1 % · 29,410 games
- 2 copies54.2 % · 1,242 games
Win rate since the set came out (card in hand)
- First two weeks55.2 % · 7,502 games
- Next two weeks55.4 % · 4,042 games
- After that55.8 % · 1,351 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
- Dazzling Theater // Prop Room309 games · 47.9 % (instead of 45.0% expected)
- Savior of the Small2,964 games · 54.4 % (instead of 51.9% expected)
- Mirror Room // Fractured Realm1,056 games · 55.2 % (instead of 52.8% expected)
- Entity Tracker2,810 games · 58.1 % (instead of 55.9% expected)
Cards it wins less with
- Glassworks // Shattered Yard4,058 games · 51.3 % (instead of 54.7% expected)
- Marina Vendrell372 games · 41.4 % (instead of 44.1% expected)
- Peculiar Lighthouse2,301 games · 49.7 % (instead of 52.1% 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.
