
The Mountain-king's Return
Uncommon · Enchantment — Saga
8.3Very goodRank 9 of 188
61.3%Rank 14 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).
One of the 10 best cards of the set (8.3/10).
Why. A three-mana Saga. Chapter I recruits (draw then discard, with a 1/1 Human Soldier token if you discard a nonland card); II returns a creature with mana value 3 or less from your graveyard; III puts a +1/+1 counter on a creature.
Risks. It spreads over three turns and its immediate impact on the battlefield is low. Chapter II needs a suitable creature in your graveyard (the discard from chapter I can help), and chapter III is modest.
In the draft. A good card in white decks with small creatures, especially white-blue or white-red. It is stronger in a deck that already has quality creatures worth returning.
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 : +6.3 win-rate points
Its place in the set
- Uncommon: rank 1 of 55
- White: rank 2 of 28
- Cost 3: rank 2 of 46
- Average pick: 3.6 (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 copy57.2 % · 42,771 games
- 2 copies59.5 % · 12,017 games
- 3 copies59.5 % · 1,740 games
- 4 copies or more65.1 % · 166 games
Win rate since the set came out (card in hand)
- First two weeks60.8 % · 19,936 games
- Next two weeks61.0 % · 6,350 games
- After that62.9 % · 3,638 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 Meditator322 games · 53.4 % (instead of 49.9% expected)
- Elvenking's Halls2,463 games · 58.1 % (instead of 54.7% expected)
- Most Decrepit Old Bird // Speak Secrets2,301 games · 58.2 % (instead of 55.2% expected)
- Mirkwood Nurturer11,332 games · 58.5 % (instead of 56.5% expected)
Cards it wins less with
- My Precious // Allure of Power789 games · 47.1 % (instead of 53.4% expected)
- Wizard's Staff191 games · 38.2 % (instead of 42.7% expected)
- Gollum, Silent Slinker // Meager Meal3,019 games · 55.3 % (instead of 59.3% expected)
Where it is played
U/W · 45 %R/W · 44 %
Played in 17% 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.



