Urza's Cave
Uncommon · Land — Urza's Cave
4.2WeakRank 253 of 302
49.1%Rank 274 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 good playable, but is sometimes cut (4.2/10).
Why. A colorless land that can sacrifice itself, for three mana, to fetch a land and put it onto the battlefield tapped. It fixes a color or fills a missing land drop mid-game.
Risks. Only producing colorless mana strains your colors, and the activation is expensive. It slows your game.
In the draft. Playable as a seventeenth land in a three-color deck. Otherwise leave it: it fits no simple 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
- Uncommon: rank 96 of 120
- Colourless: rank 72 of 85
- Cost 0: rank 27 of 27
- Average pick: 11.5 (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 copy49.7 % · 10,733 games
- 2 copies50.9 % · 542 games
Win rate since the set came out (card in hand)
- First two weeks49.0 % · 3,208 games
- Next two weeks46.6 % · 1,006 games
- After that53.3 % · 360 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
- Path of Annihilation2,095 games · 55.9 % (instead of 51.5% expected)
- Skoa, Embermage1,412 games · 54.4 % (instead of 50.2% expected)
- Eldrazi Linebreaker943 games · 54.7 % (instead of 50.7% expected)
Cards it wins less with
- Dog Umbra749 games · 44.9 % (instead of 50.8% expected)
- Thraben Charm733 games · 46.1 % (instead of 51.4% expected)
- Tempest Harvester1,265 games · 43.4 % (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.




