Lorwyn Eclipsed (ECL)
Released January 23, 2026 · 264 rated cards
Artwork: Wistfulness
- A tribal set: eight creature types (Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, Treefolk) carry the cards, and ten colour pairs each have a plan.
- Thirty-three cards have hybrid mana, so they are playable in either of their two colours, which keeps early picks flexible.
- -1/-1 counters are everywhere: sixteen creatures enter with counters and blight puts counters on your own creatures in return for value.
- Changeling, convoke and Vivid round out the set; five pairs hold most of the games, the other five are niche pairs.
In figures
- 536,566 games analysed
- On the play: 57.0% wins, against 52.9% on the draw
- A game lasts 9.4 turns on average
What players think
Lorwyn Eclipsed is seen as a slower format than expected, with many games frozen by sturdy creatures and aggressive tribal working less well than hoped; changelings help stay in one type, but fixing is limited and splashing is rarely worth it. Elves and engaged Merfolk are put on top, the Kithkin army is seen as solid but less intuitive, Goblins and blight as lagging and Elementals as muddled. The other pairs look like side plans. Our games confirm the top (, and among the best) and the bottom ( last of the five common pairs); the gap: , called muddled, wins well, right behind the leading trio.
Colour pairs
Win rate of the decks of each pair, from real games of online draft players.
| Pair | Share of games | Win rate | Strong players | Over time |
|---|---|---|---|---|
| Graveyard Elves | 20.7 % | 56.9 % | 56.0 % | 57.2 → 56.6 → 56.0 |
| Tapping Merfolk | 17.7 % | 56.5 % | 56.1 % | 56.1 → 56.9 → 57.6 |
| Elementals and Big Spells | 15.6 % | 55.7 % | 55.4 % | 55.8 → 55.8 → 55.3 |
| Kithkin Army | 13.6 % | 56.4 % | 55.0 % | 56.6 → 56.0 → 56.3 |
| Goblins and Blight | 11.1 % | 53.5 % | 53.2 % | 53.2 → 54.4 → 54.5 |
| Treasures and Big Bodies | 2.0 % | 52.6 % | 51.1 % | 52.4 → 53.6 → 51.7 |
| Giants and Evasion | 1.8 % | 52.2 % | 50.8 % | 52.0 → 53.0 → 52.1 |
| Flash Faeries | 1.8 % | 50.6 % | 51.0 % | 49.7 → 52.4 → 56.7 |
| Graveyard Returns | 1.3 % | 50.1 % | 49.3 % | 50.1 → 50.0 → 50.8 |
| Many Colours | 1.0 % | 51.5 % | 50.6 % | 51.4 → 51.8 → 51.0 |
Archetypes: the gold uncommons
Tapping Merfolk
56.5 % win rate17.7 % of gamesConvoke
Elementals and Big Spells
55.7 % win rate15.6 % of gamesGraveyard Elves
56.9 % win rate20.7 % of gamesKithkin Army
56.4 % win rate13.6 % of gamesGoblins and Blight
53.5 % win rate11.1 % of gamesBlight
Treasures and Big Bodies
52.6 % win rate2.0 % of gamesChangeling
Giants and Evasion
52.2 % win rate1.8 % of gamesFlash Faeries
50.6 % win rate1.8 % of gamesGraveyard Returns
50.1 % win rate1.3 % of gamesBlight
Many Colours
51.5 % win rate1.0 % of gamesVivid
Mechanics of the set
Changeling
A creature with changeling is every creature type.
Convoke
Your creatures can help cast this spell: each creature you tap pays for one generic mana or one mana of its colour.
Vivid
Vivid counts the number of colours among the permanents you control, and the card's effect depends on that number.
Blight
Blight N: you put N -1/-1 counters on a creature you control. It is most often a cost, sometimes optional, or a choice you pay for an effect.
Behold
To behold a type, choose a creature of that type you control or reveal a card of that type from your hand. The Champions also exile it.
Evoke
The hybrid Incarnations can be cast for their evoke cost and are then sacrificed when they enter; each of their effects needs two mana of the same colour to have been spent to cast them.
The best cards
Best rares and mythics
- 1. Wistfulness9.4
- 2. Vibrance9.3
- 3. Loch Mare9.1
- 4. Ashling's Command9.0
- 5. Soul Immolation8.9
- 6. Curious Colossus8.8
- 7. Grub's Command8.7
- 8. Spinerock Tyrant8.7
Best removal
- 1. Wistfulness9.4
- 2. Vibrance9.3
- 4. Ashling's Command9.0
- 5. Soul Immolation8.9
- 7. Grub's Command8.7
- 12. End-Blaze Epiphany8.4
- 15. Ajani, Outland Chaperone8.1
- 16. Dawnhand Dissident8.1
By colour
White
- 6. Curious Colossus8.8
- 14. Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight8.2
- 15. Ajani, Outland Chaperone8.1
- 26. Slumbering Walker7.5
- 36. Kinbinding7.2
Blue
- 3. Loch Mare9.1
- 11. Champions of the Shoal8.4
- 19. Glen Elendra's Answer7.8
- 20. Flitterwing Nuisance7.8
- 32. Sunderflock7.4
Black
- 9. Gloom Ripper8.6
- 16. Dawnhand Dissident8.1
- 17. Moonshadow8.0
- 22. Champion of the Weird7.6
- 33. Bitterbloom Bearer7.4
Red
- 5. Soul Immolation8.9
- 8. Spinerock Tyrant8.7
- 12. End-Blaze Epiphany8.4
- 27. Ashling, Rekindled // Ashling, Rimebound7.4
- 52. Explosive Prodigy6.8
Green
- 10. Champions of the Perfect8.5
- 21. Bristlebane Battler7.7
- 25. Trystan, Callous Cultivator // Trystan, Penitent Culler7.6
- 28. Aurora Awakener7.4
- 42. Celestial Reunion7.0
Rank by our rating, then rank by win rate when the card is in hand.
They win more than their rank
- 248. Evolving Wilds248 → 1522.0
- 168. Merrow Skyswimmer168 → 825.1
- 172. Flamekin Gildweaver172 → 965.0
- 247. Eclipsed Realms247 → 1722.0
- 186. Liminal Hold186 → 1144.8
They win less than their rank
- 42. Celestial Reunion42 → 1807.0
- 116. Requiting Hex116 → 2075.8
- 77. Morningtide's Light77 → 1656.4
- 126. Blood Crypt126 → 2145.6
- 156. Hexing Squelcher156 → 2425.2
To remember
- More than twenty cards use blight and sixteen enter with -1/-1 counters: always keep a creature that can take them.
- Twelve cards ask you to behold a creature type: to play a Champion, count the creatures of the right type, changelings included.
- Sixteen cards have changeling and fifteen have convoke: the first fills in the missing types, the second is paid for with your creatures.
- Thirty-three cards have a hybrid cost: take them early to keep your colours open, since they can be cast in either of their two 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.






















