Southern Air Temple
Uncommon · Legendary Enchantment — Shrine
1.4WeakRank 280 of 281
50.4%Rank 266 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. Four mana to put +1/+1 counters on each creature you control, as many as the Shrines you control. With a wide board it is a real swing.
Risks. With no creatures it does nothing, and it is a slow enchantment. Extra counters depend on other Shrines, so mostly count on one counter per creature.
In the draft. Playable in a deck of small creatures, but not a strong pick. Take it late in white.
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 : +3.1 win-rate points
Its place in the set
- Uncommon: rank 110 of 110
- White: rank 40 of 40
- Cost 4: rank 52 of 52
- Average pick: 8.1 (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.
splash
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 copy51.0 % · 10,572 games
- 2 copies49.3 % · 1,974 games
- 3 copies45.6 % · 158 games
Win rate since the set came out (card in hand)
- First two weeks51.9 % · 2,870 games
- Next two weeks49.2 % · 1,608 games
- After that52.8 % · 1,500 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
- Crescent Island Temple4,481 games · 51.1 % (instead of 44.3% expected)
- The Spirit Oasis4,596 games · 50.3 % (instead of 43.7% expected)
- Kyoshi Island Plaza4,116 games · 48.6 % (instead of 42.5% expected)
- Northern Air Temple3,626 games · 50.1 % (instead of 44.0% expected)
Cards it wins less with
- Earth Kingdom General762 games · 45.0 % (instead of 50.6% expected)
- Earth Village Ruffians740 games · 43.9 % (instead of 49.2% expected)
- Bumi, King of Three Trials648 games · 44.6 % (instead of 48.8% 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.




