Claim the Kingdom
Uncommon · Enchantment — Plan
3.1WeakRank 251 of 276
50.3%Rank 257 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).
Filler card but sometimes gets cut (3.1/10).
Why. A two-mana Plan enchantment: each land that enters under your control puts a +1/+1 counter on a creature, and the fourth counter gives a creature an indestructible counter. A gradual bonus for a green deck.
Risks. You need four lands to finish it, and nothing happens if you have no creature to target. The +1/+1 counters are slow, and removal takes the target away.
In the draft. A marginal effect: take it as the last card of your green deck. It wants a deck full of creatures and land drops.
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 : -0.7 win-rate points
Its place in the set
- Uncommon: rank 95 of 100
- Green: rank 37 of 37
- Cost 2: rank 60 of 63
- Average pick: 7.5 (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 copy51.9 % · 11,889 games
- 2 copies49.0 % · 986 games
Win rate since the set came out (card in hand)
- First two weeks52.0 % · 4,004 games
- Next two weeks49.3 % · 1,428 games
- After that51.5 % · 171 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
- Visions of Villainy938 games · 54.5 % (instead of 48.8% expected)
- Wonder Man, Hollywood Hero564 games · 51.2 % (instead of 47.5% expected)
- Repulsor Blast1,349 games · 51.4 % (instead of 47.9% expected)
- Red Hulk667 games · 49.9 % (instead of 46.5% expected)
Cards it wins less with
- U.S.Agent, John Walker675 games · 48.0 % (instead of 52.0% expected)
- Bold Biochemist1,268 games · 49.4 % (instead of 52.9% expected)
- Wakandan Drone Flock660 games · 49.7 % (instead of 53.1% 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.




