Training Compound
Rare · Land
5.2PlayableRank 173 of 276
55.6%Rank 137 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).
A solid playable that rarely gets cut (5.2/10).
Why. A land that always makes colorless, and red or green if it entered this turn or you control a basic land. It comes in untapped and fixes without costing tempo.
Risks. The colored mana is off if you control no basic land and it did not enter this turn. It improves consistency modestly and adds no power.
In the draft. Play it in red-green, or when splashing one of those colors. Take it late, after your playables.
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 : +0.3 win-rate points
Its place in the set
- Rare: rank 54 of 60
- Colourless: rank 13 of 35
- Cost 0: rank 4 of 20
- Average pick: 6.4 (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 copy56.2 % · 10,141 games
- 2 copies57.4 % · 359 games
Win rate since the set came out (card in hand)
- First two weeks57.2 % · 2,630 games
- Next two weeks56.2 % · 1,489 games
- After that58.8 % · 257 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
- Dark Deed739 games · 61.3 % (instead of 56.5% expected)
- Klaw, Sonic Subjugator816 games · 60.0 % (instead of 55.5% expected)
- Hawkeye, Master Marksman755 games · 59.5 % (instead of 55.2% expected)
- Team Tactics534 games · 56.0 % (instead of 51.7% expected)
Cards it wins less with
- Viv Vision, Teen Synthezoid534 games · 49.8 % (instead of 54.4% expected)
- Giant-Sized Flying Ant556 games · 53.1 % (instead of 57.1% expected)
- Avengers Hangar649 games · 54.2 % (instead of 57.8% 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.




