Unholy Annex // Ritual Chamber
Rare · Enchantment — Room // Enchantment — Room
8.1Very goodRank 16 of 271
64.9%Rank 3 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).
One of the very best rares of the format (8.1/10).
Why. A Room with great value. The first door draws a card each of your end steps, but costs you 2 life without a Demon. The second, for five mana, creates a 6/6 black Demon creature token with flying, and the first door then drains for 2 each turn.
Risks. Without a Demon, the first door costs you life each turn, a problem against an aggressive deck. The two doors together need a lot of mana.
In the draft. A high pick in black: it wins alone in the midgame. Play it with a decent defense to survive before the Demon.
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 : +14.5 win-rate points
Its place in the set
- Rare: rank 5 of 60
- Black: rank 3 of 42
- Cost 8: rank 2 of 5
- Average pick: 1.6 (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
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 copy56.3 % · 48,029 games
- 2 copies60.5 % · 2,399 games
Win rate since the set came out (card in hand)
- First two weeks65.1 % · 12,482 games
- Next two weeks63.8 % · 7,499 games
- After that65.0 % · 2,579 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
- Cackling Slasher2,088 games · 53.9 % (instead of 49.7% expected)
- Cracked Skull4,627 games · 57.4 % (instead of 53.6% expected)
- Balemurk Leech9,699 games · 56.0 % (instead of 52.5% expected)
Cards it wins less with
- Winter, Misanthropic Guide572 games · 46.5 % (instead of 50.2% expected)
- Oblivious Bookworm2,932 games · 55.1 % (instead of 58.0% expected)
- Grand Entryway // Elegant Rotunda3,613 games · 54.2 % (instead of 56.8% 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.
