Roads Go Ever, Ever On
Rare · Enchantment — Saga
7.0GoodRank 33 of 188
56.4%Rank 65 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 very good rare of the format (7.0/10).
Why. A white Saga that exiles two basic Plains, gains you 2 life, then gives them back to your hand in the following chapters: it is land fetching more than a real game effect. The last chapter gives a bonus to a creature for each Plains you control, which can set up a big attack turn.
Risks. It does nothing on the battlefield for three turns and only fetches Plains. Outside a very white deck, the last chapter is weak.
In the draft. A card for a mono-white or nearly mono-white deck: it mostly smooths your lands. In a two-colour deck it is mediocre, let it go.
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 : +1.3 win-rate points
Its place in the set
- Rare: rank 16 of 53
- White: rank 10 of 28
- Cost 2: rank 13 of 55
- Average pick: 4.1 (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 % · 12,162 games
- 2 copies57.5 % · 541 games
Win rate since the set came out (card in hand)
- First two weeks57.2 % · 4,253 games
- Next two weeks54.7 % · 1,098 games
- After that56.7 % · 593 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
- Bilbo's Gambit287 games · 55.4 % (instead of 49.9% expected)
- Balin, Loremaster560 games · 57.1 % (instead of 53.4% expected)
- An Unexpected Party // At the Door2,205 games · 62.5 % (instead of 59.3% expected)
- Thranduil, Sindarin Liege // Silvan Rally942 games · 58.3 % (instead of 55.4% expected)
Cards it wins less with
- Bard, King of Dale352 games · 42.9 % (instead of 50.5% expected)
- Lake-town Mariners // Gone Fishing548 games · 45.8 % (instead of 51.0% expected)
- The Lord of the Eagles459 games · 47.9 % (instead of 50.6% 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.




