Elvenking's Halls
Common · Land
4.8WeakRank 131 of 188
53.3%Rank 124 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 (4.8/10).
Why. A green and blue dual land that enters tapped: it fixes the mana of a two-color deck. It can also be sacrificed for four mana (one green, one blue and two generic) to put two +1/+1 counters on an Elf, at sorcery speed.
Risks. Entering tapped costs tempo, especially in an aggressive deck. The sacrifice effect needs an Elf and isn't worth the effort without them. It is a decent land, nothing more.
In the draft. Take it late in the pack for a green-blue deck, after the creatures and spells. More useful if you already have Elves; otherwise, it's one fixing land among others.
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 : +1.9 win-rate points
Its place in the set
- Common: rank 35 of 65
- Colourless: rank 17 of 22
- Cost 0: rank 8 of 8
- Average pick: 10.3 (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 copy53.4 % · 19,958 games
- 2 copies52.2 % · 8,587 games
- 3 copies53.5 % · 1,038 games
Win rate since the set came out (card in hand)
- First two weeks53.7 % · 11,268 games
- Next two weeks53.5 % · 2,596 games
- After that56.3 % · 1,667 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
- Wizard's Staff228 games · 45.2 % (instead of 38.0% expected)
- Inside Information283 games · 54.8 % (instead of 49.7% expected)
- Elven Raft-Steerer4,005 games · 50.5 % (instead of 46.2% expected)
- The Notary Hobbits1,118 games · 52.3 % (instead of 48.2% expected)
Cards it wins less with
- My Precious // Allure of Power716 games · 43.9 % (instead of 48.6% expected)
- Gnashing of Teeth1,910 games · 50.1 % (instead of 53.3% expected)
- Nighthowl Pursuer1,735 games · 52.3 % (instead of 54.8% 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.




