Kishla Village
Rare · Land
6.6GoodRank 63 of 271
56.1%Rank 109 of 274 by win rate, card in hand · set average: 56.0%
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 very good rare of the format (6.6/10).
Why. A land that taps for green mana and enters untapped if you control an Island or a Swamp. For four mana and a tap, you surveil 2: look at the top two cards, put any number into the graveyard and the rest back on top. Late-game smoothing.
Risks. It enters tapped without an Island or a Swamp. The activation is expensive and only pays off when you have spare mana.
In the draft. A good land for a green-blue or green-black deck. Take it as a mana bonus, after your good spells.
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 : +2.3 win-rate points
Its place in the set
- Rare: rank 41 of 60
- Colourless: rank 5 of 35
- Cost 0: rank 4 of 23
- Average pick: 7.1 (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 % · 18,678 games
- 2 copies54.5 % · 494 games
Win rate since the set came out (card in hand)
- First two weeks56.0 % · 5,031 games
- Next two weeks55.5 % · 2,379 games
- After that56.3 % · 936 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
- Severance Priest655 games · 57.3 % (instead of 53.5% expected)
- Veteran Ice Climber1,860 games · 56.3 % (instead of 53.2% expected)
- Aegis Sculptor1,467 games · 55.8 % (instead of 52.8% expected)
- Fangkeeper's Familiar1,971 games · 58.9 % (instead of 56.2% expected)
Cards it wins less with
- Sidisi, Regent of the Mire555 games · 47.9 % (instead of 52.4% expected)
- Mystic Monastery1,030 games · 51.1 % (instead of 54.6% expected)
- Watcher of the Wayside475 games · 50.3 % (instead of 53.2% 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.




