Hall of Echoes

Rare · Land

Pick rating

5.2PlayableRank 177 of 280

Observed strength

53.5%Rank 185 of 271 by win rate, card in hand · set average: 56.2%

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 (5.2/10).

Why. A land that taps for colorless mana, with a five-mana ability: it becomes a copy of a creature you control until end of turn. Late in the game it is an extra threat that does not take a spell slot.

Risks. It makes no colored mana and costs five to animate, so it hurts a deck with demanding colors. It is pointless without a good creature to copy and is vulnerable once animated.

In the draft. A utility land to take late for a two-color deck with strong creatures. Skip it if your mana is already tight.

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.

Card in hand at some point in the game53.5 %(set average : 56.2 %)
Card in the opening hand53.0 %(set average : 54.8 %)
Card drawn during the game53.7 %(set average : 57.0 %)

Gap when it is drawn, against the games where it is not : +0.4 win-rate points

Its place in the set

  • Rare: rank 51 of 64
  • Colourless: rank 19 of 32
  • Cost 0: rank 17 of 20
  • Average pick: 6.9 (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.

922 games55.3 %(all pairs : 53.7 %)
866 games54.7 %(all pairs : 53.7 %)
717 games54.5 %(all pairs : 53.7 %)
714 games56.9 %(all pairs : 53.7 %)
556 games52.9 %(all pairs : 53.7 %)
509 games50.1 %(all pairs : 53.7 %)
409 games53.5 %(all pairs : 53.7 %)
382 games56.0 %(all pairs : 53.7 %)

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.

Strong players (diamond and mythic ranks), card in hand60.4 %· 230 games
All players, card in hand53.2 %· 2,875 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)56.0 %(set average : 57.7 %)
Games on the draw, so drawing from the first turn (the deck holds the card)51.4 %(set average : 53.1 %)

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

Cards it wins less with

Other cards of the same cost and colours

  • Theorist's Sanctum

    20. Theorist's Sanctum

    7.8
  • Deserted Beach

    64. Deserted Beach

    6.6
  • Haunted Ridge

    66. Haunted Ridge

    6.6
  • Overgrown Farmland

    68. Overgrown Farmland

    6.6

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.