Rugged Highlands
Common · Land
5.6PlayableRank 134 of 271
55.6%Rank 126 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).
Good playable that always makes the cut (5.6/10).
Why. A two-color land that enters tapped, gains you 1 life when it enters, and taps for red or green. It fixes a red-green deck with a small bonus.
Risks. It enters tapped, a tempo cost in a fast deck. Outside its colors it adds little.
In the draft. Take it if you play red and green, or one of them with another color. A good land to take late.
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 : +2.0 win-rate points
Its place in the set
- Common: rank 15 of 91
- Colourless: rank 18 of 35
- Cost 0: rank 14 of 23
- Average pick: 7.8 (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 % · 96,070 games
- 2 copies55.2 % · 20,683 games
- 3 copies58.6 % · 966 games
Win rate since the set came out (card in hand)
- First two weeks56.0 % · 36,103 games
- Next two weeks56.2 % · 15,932 games
- After that55.2 % · 5,982 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
- Perennation1,616 games · 53.5 % (instead of 51.4% expected)
- Glacierwood Siege2,327 games · 50.6 % (instead of 48.5% expected)
- Mistrise Village1,625 games · 53.0 % (instead of 51.0% expected)
- Ambling Stormshell11,408 games · 57.7 % (instead of 56.0% expected)
Cards it wins less with
- Unsparing Boltcaster1,882 games · 50.1 % (instead of 55.4% expected)
- All-Out Assault1,038 games · 50.8 % (instead of 55.7% 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.




