Strength of the Harvest // Haven of the Harvest
Uncommon · Enchantment — Aura // Land
5.5PlayableRank 159 of 302
55.7%Rank 129 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).
A solid playable that rarely gets cut (5.5/10).
Why. A flexible spell-or-land card: an Aura giving +1/+1 for each creature and enchantment you control, itself included, or a tapped land that taps for green or white. You always have a use, early or late.
Risks. On the Aura side you can lose two cards if the creature is killed in response. The land side enters tapped, which is awkward in a fast hand.
In the draft. A good late-deck choice in green or white: it replaces a land without costing a spell slot. Take it mid-pack.
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 : -0.1 win-rate points
Its place in the set
- Uncommon: rank 51 of 120
- Multicolour: rank 22 of 39
- Cost 3: rank 35 of 75
- Average pick: 6.0 (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.
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 copy55.5 % · 64,347 games
- 2 copies55.9 % · 6,870 games
- 3 copies58.7 % · 433 games
Win rate since the set came out (card in hand)
- First two weeks55.7 % · 17,303 games
- Next two weeks55.6 % · 9,067 games
- After that56.8 % · 3,233 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
- Orim's Chant167 games · 53.3 % (instead of 49.3% expected)
- Shrieking Drake570 games · 54.4 % (instead of 50.4% expected)
- Flare of Fortitude643 games · 56.8 % (instead of 53.2% expected)
Cards it wins less with
- Herigast, Erupting Nullkite764 games · 48.6 % (instead of 53.0% expected)
- Fledgling Dragon669 games · 47.7 % (instead of 51.7% expected)
- Chthonian Nightmare1,580 games · 51.0 % (instead of 54.4% 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.




