Legion Leadership // Legion Stronghold
Uncommon · Instant // Land
6.2PlayableRank 107 of 302
56.4%Rank 101 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 (6.2/10).
Why. An instant that doubles a creature's power and gives it first strike until end of turn: a combat trick that can swing a block. When you don't need it, it is a red and white dual land, so it is never a dead card.
Risks. Like any trick it does nothing without a creature, and it is lost if the target dies in response. The land side enters tapped.
In the draft. A good pick, best in red-white but playable in either colour. As a flexible card it replaces a land for free.
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 : -0.9 win-rate points
Its place in the set
- Uncommon: rank 37 of 120
- Multicolour: rank 16 of 39
- Cost 2: rank 37 of 86
- Average pick: 6.1 (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.
splash
splash
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 copy56.4 % · 75,293 games
- 2 copies57.5 % · 8,504 games
- 3 copies59.1 % · 599 games
Win rate since the set came out (card in hand)
- First two weeks56.3 % · 20,507 games
- Next two weeks56.1 % · 10,156 games
- After that56.9 % · 3,818 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
- Estrid's Invocation166 games · 52.4 % (instead of 49.5% expected)
- Rosheen, Roaring Prophet286 games · 57.3 % (instead of 54.5% expected)
- Branching Evolution624 games · 52.7 % (instead of 50.2% expected)
- Lion Umbra2,010 games · 57.0 % (instead of 54.8% expected)
Cards it wins less with
- Archway of Innovation214 games · 42.5 % (instead of 47.9% expected)
- Arna Kennerüd, Skycaptain560 games · 48.9 % (instead of 53.8% expected)
- The Necrobloom435 games · 44.1 % (instead of 48.7% 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.




