Zanarkand, Ancient Metropolis // Lasting Fayth
Rare · Land — Town // Sorcery — Adventure
6.0PlayableRank 118 of 294
56.2%Rank 142 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).
Good playable that always makes the cut (6.0/10).
Why. A Town land that enters tapped and taps for green mana, with an Adventure side: for six mana, a Hero token with a +1/+1 counter for each land you control. You can then play the land from exile, so nothing is lost.
Risks. The Adventure costs six mana and gives you a single body. The land enters tapped, which slows you down a bit.
In the draft. A fair pick for any deck with green: a land slot that turns into a late-game threat. It fits in almost every green deck.
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
- Rare: rank 31 of 74
- Colourless: rank 5 of 44
- Cost 0: rank 2 of 23
- Average pick: 3.8 (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 copy56.2 % · 26,366 games
- 2 copies57.3 % · 1,155 games
Win rate since the set came out (card in hand)
- First two weeks56.7 % · 6,814 games
- Next two weeks57.5 % · 3,843 games
- After that55.6 % · 1,204 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
- Elixir169 games · 54.4 % (instead of 48.4% expected)
- Galuf's Final Act639 games · 54.6 % (instead of 49.7% expected)
- Iron Giant628 games · 52.2 % (instead of 48.6% expected)
- Traveling Chocobo1,047 games · 60.6 % (instead of 56.9% expected)
Cards it wins less with
- Hill Gigas1,392 games · 48.9 % (instead of 53.0% expected)
- Random Encounter151 games · 45.7 % (instead of 49.7% expected)
- Thunder Magic3,154 games · 53.8 % (instead of 57.0% 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.




