Gather the White Lotus
Uncommon · Sorcery
6.8GoodRank 55 of 281
57.3%Rank 76 of 279 by win rate, card in hand · set average: 56.2%
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 uncommon of the format (6.8/10).
Why. A five-mana sorcery that creates a 1/1 white Ally creature token for each Plains you control, then scry 2. In a heavily white deck that is a whole board at once.
Risks. It only counts Plains: a two-color deck gets far fewer tokens. It is slow, and the tokens are fragile against a sweeper.
In the draft. Take it in a white deck with many Plains, ideally mono-white or close. In a balanced two-color deck it is mediocre.
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 : +0.1 win-rate points
Its place in the set
- Uncommon: rank 14 of 110
- White: rank 11 of 40
- Cost 5: rank 8 of 29
- Average pick: 6.2 (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 copy56.9 % · 23,588 games
- 2 copies58.9 % · 6,595 games
- 3 copies61.2 % · 1,243 games
- 4 copies or more57.8 % · 161 games
Win rate since the set came out (card in hand)
- First two weeks59.1 % · 8,216 games
- Next two weeks56.6 % · 4,115 games
- After that56.5 % · 2,728 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
- Southern Air Temple1,834 games · 54.8 % (instead of 52.1% expected)
- Meteor Sword1,066 games · 56.9 % (instead of 55.3% expected)
- Haru, Hidden Talent1,961 games · 57.1 % (instead of 55.7% expected)
- Earth King's Lieutenant2,939 games · 60.1 % (instead of 58.8% expected)
Cards it wins less with
- Air Nomad Legacy1,225 games · 51.3 % (instead of 56.4% expected)
- Trusty Boomerang167 games · 47.3 % (instead of 51.9% expected)
- Lost Days3,461 games · 54.5 % (instead of 58.7% expected)
Where it is played
B/W · 42 %G/W · 27 %
Played in 5.4% of the decks of the set
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.




