Hexhaven Dueling Arena
Uncommon · Land
2.0WeakRank 264 of 280
49.8%Rank 255 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).
Not good filler and often gets cut (2.0/10).
Why. A land that produces colorless mana. It can also make a creature that attacked this turn prepared (for two mana plus tapping it, at sorcery speed) or any creature prepared (for four mana plus tapping it), which gives access to its extra spell.
Risks. It produces only colorless mana and does nothing for a creature without a prepare spell. It costs you a colored land.
In the draft. A utility land to play as a final land in a deck with many prepared creatures, especially blue-white. Otherwise it is just a colorless land.
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 : -3.0 win-rate points
Its place in the set
- Uncommon: rank 102 of 109
- Colourless: rank 30 of 32
- Cost 0: rank 19 of 20
- Average pick: 11.6 (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 copy50.8 % · 4,005 games
- 2 copies54.2 % · 131 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
- Charge the Sanctum275 games · 54.5 % (instead of 46.3% expected)
- Danitha, Sword of Hope405 games · 54.8 % (instead of 48.4% expected)
- Academic Ascent333 games · 55.0 % (instead of 48.8% expected)
- Liliana the Faultless260 games · 57.7 % (instead of 51.6% expected)
Cards it wins less with
- Rewrite Regrets209 games · 45.0 % (instead of 52.1% expected)
- Fblthp, Knows the Way250 games · 44.4 % (instead of 51.2% expected)
- Way of the Cryomancer220 games · 42.7 % (instead of 49.2% 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.




