The Gold Saucer
Uncommon · Land — Town
5.4PlayableRank 168 of 294
53.3%Rank 243 of 341 by win rate, card in hand · set average: 56.4%
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 (5.4/10).
Why. A colorless land that, for two mana and tapping it, flips a coin and creates a Treasure token if you win. For three mana, tapping it and sacrificing two artifacts, you draw a card. A mana sink for a deck with artifacts.
Risks. It only taps for colorless mana, the effect is slow and depends on a coin flip. Without artifacts it is weak.
In the draft. Play it only in an artifact or Treasure deck. Otherwise do not take it over your playables.
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 : +1.4 win-rate points
Its place in the set
- Uncommon: rank 65 of 110
- Colourless: rank 16 of 44
- Cost 0: rank 12 of 23
- Average pick: 11.1 (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.
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 copy53.0 % · 18,489 games
- 2 copies48.8 % · 580 games
Win rate since the set came out (card in hand)
- First two weeks53.3 % · 4,800 games
- Next two weeks54.8 % · 2,619 games
- After that49.9 % · 814 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
- The Water Crystal206 games · 51.9 % (instead of 44.7% expected)
- Kain, Traitorous Dragoon373 games · 54.4 % (instead of 49.0% expected)
- Golbez, Crystal Collector714 games · 50.0 % (instead of 46.5% expected)
- Excalibur II174 games · 49.4 % (instead of 46.3% expected)
Cards it wins less with
- Louisoix's Sacrifice168 games · 42.3 % (instead of 45.6% expected)
- Elixir189 games · 41.8 % (instead of 45.0% expected)
- The Emperor of Palamecia // The Lord Master of Hell959 games · 50.9 % (instead of 53.9% 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.




