Dáin, Lord of the Iron Hills
Uncommon · Legendary Creature — Dwarf Noble
5.0PlayableRank 122 of 188
54.1%Rank 109 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 playable that rarely gets cut (5.0/10).
Why. A 2/2 with vigilance for two mana that attacks without lowering its defense. Once your story is established, each opposing creature has to pay one more mana to attack: that clearly slows down an aggressive deck. Dáin being legendary, he already counts toward his own threshold.
Risks. You need three artifacts, legendaries or Sagas to turn on the effect, so two other cards besides himself. Without that, it's a plain 2/2 with vigilance. He dies to everything, and the effect only taxes attacks: the opponent can pay.
In the draft. A decent two-drop for a red-white or green-white deck that counts legendaries or artifacts. Without the means to unlock the story, it's simple filler.
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 : -0.2 win-rate points
Its place in the set
- Uncommon: rank 38 of 55
- White: rank 17 of 28
- Cost 2: rank 38 of 55
- Average pick: 5.7 (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 copy54.8 % · 29,055 games
- 2 copies54.4 % · 3,540 games
Win rate since the set came out (card in hand)
- First two weeks54.3 % · 11,103 games
- Next two weeks54.2 % · 2,559 games
- After that55.8 % · 1,591 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
- Mirkwood Meditator204 games · 56.9 % (instead of 46.9% expected)
- Key to the Side-Door703 games · 53.3 % (instead of 50.0% expected)
- The Arkenstone // Seek the Heart1,424 games · 59.1 % (instead of 56.4% expected)
- Bilbo's Gambit762 games · 51.0 % (instead of 48.7% expected)
Cards it wins less with
- Roll-Roll-Roll-Roll162 games · 41.4 % (instead of 44.8% expected)
- Mirkwood Nurturer2,442 games · 50.3 % (instead of 53.4% expected)
- Stone-Giant of High Pass2,231 games · 53.1 % (instead of 55.9% expected)
Where it is played
R/W · 49 %G/W · 26 %
Played in 10% 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.




