Celebrate the Mountain-king
Uncommon · Enchantment
7.4Very goodRank 21 of 188
62.0%Rank 12 of 179 by win rate, card in hand · set average: 56.5%
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 uncommon of the format (7.4/10).
Why. A four-mana removal that exiles an opponent's nonland permanent for as long as the enchantment stays on the battlefield, then makes you recruit (draw then discard; if you discard a nonland card, you create a 1/1 Human Soldier token). It answers any threat and filters your hand a little.
Risks. The permanent comes back if the enchantment is destroyed or exiled: against a deck that can get rid of it, it is only a temporary answer. At four mana, it also arrives late against an aggressive opponent.
In the draft. A good white pick, especially in red-white or white-black. It is one of the best cards in the set: take it without hesitation if you are white, right behind the bombs.
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 : +7.5 win-rate points
Its place in the set
- Uncommon: rank 5 of 55
- White: rank 7 of 28
- Cost 4: rank 6 of 31
- Average pick: 2.9 (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.
splash
splash
splash
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 copy57.5 % · 45,622 games
- 2 copies59.3 % · 11,698 games
- 3 copies63.1 % · 2,018 games
- 4 copies or more62.4 % · 202 games
Win rate since the set came out (card in hand)
- First two weeks62.0 % · 20,901 games
- Next two weeks61.7 % · 6,118 games
- After that63.7 % · 3,668 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
- Riddles in the Dark1,095 games · 55.5 % (instead of 51.9% expected)
- The Notary Hobbits166 games · 56.6 % (instead of 53.1% expected)
- Thranduil's Decree1,910 games · 54.5 % (instead of 51.6% expected)
- Ravenhill Flock5,102 games · 54.8 % (instead of 52.4% expected)
Cards it wins less with
- My Precious // Allure of Power950 games · 49.3 % (instead of 53.6% expected)
- Mirkwood Meditator416 games · 46.4 % (instead of 50.2% expected)
- Ravening Warg3,010 games · 56.1 % (instead of 59.2% expected)
Where it is played
R/W · 47 %B/W · 44 %
Played in 18% of the decks of the set
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.




