Asgardian Citadel
Common · Land
2.0WeakRank 258 of 276
56.2%Rank 120 of 273 by win rate, card in hand · set average: 56.8%
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).
It wins more than its rating suggests.
Why this gap?
The pick rating is a prior: it is for choosing a card before there are results. The observed strength comes from real games, and the win rate of a card is stable from one week to the next. The gap often comes from a card that is easy to replace at the pick but very efficient once played, from a good archetype that carries it, or from a flaw of our rating: in a set that already has many games, the results are more reliable than the rating.
Not good filler and often gets cut (2.0/10).
Why. A red and white dual land that enters tapped and gains you 1 life. It fixes both colours of a red-white deck and makes the mana more reliable.
Risks. It enters tapped, so it slows your curve and can cost you a turn. The life gain is minor, and it adds nothing outside its two colours.
In the draft. Take it late if you are red-white, after the playable cards. A good fixing land, but still filler.
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
- Common: rank 75 of 91
- Colourless: rank 25 of 35
- Cost 0: rank 11 of 20
- Average pick: 8.5 (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 copy56.1 % · 34,199 games
- 2 copies55.8 % · 3,160 games
Win rate since the set came out (card in hand)
- First two weeks57.1 % · 10,138 games
- Next two weeks56.0 % · 5,453 games
- After that55.1 % · 871 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
- Rick Jones, Destined Sidekick457 games · 59.1 % (instead of 54.8% expected)
- World War Hulk846 games · 56.9 % (instead of 52.5% expected)
- Super Strength268 games · 56.0 % (instead of 51.7% expected)
- Beast, Erudite Aerialist811 games · 55.4 % (instead of 51.5% expected)
Cards it wins less with
- Black Widow, Super Spy539 games · 50.3 % (instead of 55.8% expected)
- Ms. Marvel, Kamala Khan576 games · 49.7 % (instead of 54.1% 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.




