Mirkwood
Common · Land
5.2PlayableRank 115 of 188
55.1%Rank 93 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 (5.2/10).
Why. A black and green dual land that enters tapped: it fixes both your colors. Later, four mana lets you sacrifice it to put two +1/+1 counters on a Bear, Spider or Wolf you control.
Risks. It enters tapped, which slows an aggressive deck. The targeted creature types are narrow: without them it is a simple dual land and the effect is useless.
In the draft. Take it late in the pack if you play black and green together. Useful fixing for those decks; otherwise, ignore it.
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 : -0.5 win-rate points
Its place in the set
- Common: rank 27 of 65
- Colourless: rank 13 of 22
- Cost 0: rank 7 of 8
- Average pick: 9.0 (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 copy55.9 % · 36,942 games
- 2 copies56.0 % · 12,248 games
- 3 copies55.1 % · 1,110 games
Win rate since the set came out (card in hand)
- First two weeks55.8 % · 17,162 games
- Next two weeks56.3 % · 3,989 games
- After that55.2 % · 2,510 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
- Through the Forest Gate175 games · 52.6 % (instead of 48.7% expected)
- Inside Information1,315 games · 54.9 % (instead of 52.5% expected)
- Gollum, Riddle Master2,835 games · 60.5 % (instead of 58.5% expected)
- Radagast of Rhosgobel3,900 games · 54.4 % (instead of 52.8% expected)
Cards it wins less with
- Thranduil's Decree485 games · 44.1 % (instead of 49.5% expected)
- Plunder the Trollshaws2,932 games · 50.2 % (instead of 55.5% expected)
- Bolg's Company496 games · 48.8 % (instead of 54.1% 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.




