Arena of Glory
Rare · Land
6.4GoodRank 82 of 302
55.8%Rank 125 of 298 by win rate, card in hand · set average: 56.2%
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).
Good playable that always makes the cut (6.4/10).
Why. A land that taps for red and enters untapped if you control a Mountain. Its exert ability pays one red to make two, a net extra red mana, and gives haste to a creature cast with that mana: a small utility bonus.
Risks. It enters tapped without a Mountain, and exerting prevents it from untapping next turn. It does no fixing.
In the draft. A red land that is almost free to play, good in decks with several Mountains. Take it for the utility, not before a real spell.
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 : -0.7 win-rate points
Its place in the set
- Rare: rank 29 of 78
- Colourless: rank 21 of 85
- Cost 0: rank 3 of 27
- Average pick: 6.9 (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 copy56.1 % · 23,613 games
- 2 copies52.8 % · 686 games
Win rate since the set came out (card in hand)
- First two weeks55.7 % · 5,148 games
- Next two weeks55.5 % · 3,004 games
- After that57.5 % · 1,076 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
- Propagator Drone1,796 games · 59.1 % (instead of 56.4% expected)
- Expel the Unworthy2,028 games · 56.7 % (instead of 54.6% expected)
- Inspired Inventor4,783 games · 58.7 % (instead of 56.6% expected)
- Bloodstained Mire844 games · 56.0 % (instead of 54.1% expected)
Cards it wins less with
- Flare of Duplication263 games · 46.0 % (instead of 50.4% expected)
- Riddle Gate Gargoyle1,303 games · 52.6 % (instead of 56.1% expected)
- Archway of Innovation189 games · 43.9 % (instead of 47.5% 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.




