Hall of Echoes
Rare · Land
5.2PlayableRank 177 of 280
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.
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.
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 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
- Gallia, the Merrymaker431 games · 57.8 % (instead of 51.6% expected)
- Way of the Mentor345 games · 55.7 % (instead of 49.9% expected)
- Emrakul, the Exigent Doom182 games · 56.6 % (instead of 51.2% expected)
- Vigorbloom Charm555 games · 58.6 % (instead of 53.2% expected)
Cards it wins less with
- Hapatra, the Desert Fang452 games · 50.2 % (instead of 55.2% expected)
- Paradox Shaper // Omit Variables472 games · 49.4 % (instead of 53.4% expected)
- Formidable Commons554 games · 50.4 % (instead of 54.4% 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.




