Tranquil Landscape
Common · Land
5.6PlayableRank 156 of 302
55.5%Rank 142 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 (5.6/10).
Why. A land that makes colorless mana and can be sacrificed to fetch a basic Forest, Plains, or Island tapped. It fixes colors, and you can cycle it by paying one mana of each of the three colors when you no longer need it.
Risks. It gives no colored mana: sacrificing it costs you tempo. The cycling cost needs three exact colors, so it is hard to use early.
In the draft. Play it if you are in two of the colors involved. Take it late, but it beats a basic land in a three-color deck.
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 : +1.0 win-rate points
Its place in the set
- Common: rank 40 of 80
- Colourless: rank 46 of 85
- Cost 0: rank 17 of 27
- Average pick: 8.2 (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 copy54.8 % · 125,422 games
- 2 copies54.7 % · 26,409 games
- 3 copies54.3 % · 3,494 games
- 4 copies or more57.6 % · 309 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 43,644 games
- Next two weeks55.0 % · 19,874 games
- After that55.7 % · 7,295 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 Chant223 games · 55.2 % (instead of 48.4% expected)
- Wheel of Potential286 games · 53.5 % (instead of 48.7% expected)
- Strix Serenade626 games · 51.3 % (instead of 47.0% expected)
Cards it wins less with
- Mogg Mob551 games · 49.2 % (instead of 54.4% expected)
- Etched Slith2,617 games · 47.0 % (instead of 51.6% expected)
- Warren Soultrader1,442 games · 47.6 % (instead of 51.7% 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.




