Smoky Lounge // Misty Salon
Uncommon · Enchantment — Room // Enchantment — Room
4.8WeakRank 197 of 271
53.4%Rank 197 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 (4.8/10).
Why. A red-blue Room: the first door adds two red mana at the beginning of your first main phase, spendable only on Room spells and unlocking doors; the second creates an X/X blue Spirit creature token with flying, X being the number of unlocked doors among your Rooms. An engine for a Rooms deck if everything lines up.
Risks. It needs two colors and many Rooms to run. Without other Rooms the mana is wasted and the Spirit stays small.
In the draft. Only in a blue-red Rooms deck. Otherwise skip it: too dependent on its theme.
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 : +5.7 win-rate points
Its place in the set
- Uncommon: rank 86 of 100
- Multicolour: rank 29 of 34
- Cost 7: rank 7 of 10
- Average pick: 7.1 (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 copy49.8 % · 31,274 games
- 2 copies49.8 % · 12,969 games
- 3 copies52.3 % · 3,175 games
- 4 copies or more51.6 % · 608 games
Win rate since the set came out (card in hand)
- First two weeks52.6 % · 16,310 games
- Next two weeks51.8 % · 7,250 games
- After that50.1 % · 2,431 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
- Central Elevator // Promising Stairs8,687 games · 50.0 % (instead of 44.8% expected)
- Intruding Soulrager17,978 games · 50.9 % (instead of 46.8% expected)
- Rampaging Soulrager19,630 games · 48.9 % (instead of 45.1% expected)
- Mirror Room // Fractured Realm3,283 games · 52.3 % (instead of 48.6% expected)
Cards it wins less with
- Spineseeker Centipede3,523 games · 47.2 % (instead of 50.4% expected)
- Ragged Playmate4,087 games · 48.1 % (instead of 51.0% expected)
- Razortrap Gorge4,053 games · 45.9 % (instead of 48.7% expected)
Where it is played
R/U · 77 %
Played in 5.1% of the decks of the set
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.


