Turtle Lair
Uncommon · Land
5.8PlayableRank 78 of 190
57.2%Rank 91 of 184 by win rate, card in hand · set average: 57.7%
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 (5.9/10).
Why. A land that taps for colorless, or for any color to cast a Ninja or Turtle spell. For three mana it also makes a Ninja or Turtle unblockable.
Risks. The colored mana is limited to Ninja or Turtle spells; for everything else it only makes colorless.
In the draft. Useful fixing in a deck full of Ninjas and Turtles, played in place of a basic land. Worse if you have few such creatures.
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 : +0.7 win-rate points
Its place in the set
- Uncommon: rank 36 of 55
- Colourless: rank 6 of 19
- Cost 0: rank 1 of 8
- Average pick: 7.6 (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 copy57.0 % · 14,569 games
- 2 copies59.1 % · 1,231 games
Win rate since the set came out (card in hand)
- First two weeks57.7 % · 4,274 games
- Next two weeks58.6 % · 2,186 games
- After that59.6 % · 423 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
- Leader's Talent1,012 games · 58.8 % (instead of 55.8% expected)
- Mouser Attack!422 games · 54.5 % (instead of 51.7% expected)
- Casey Jones, Vigilante246 games · 55.3 % (instead of 52.6% expected)
- Shark Shredder, Killer Clone1,208 games · 59.8 % (instead of 57.3% expected)
Cards it wins less with
- April, Reporter of the Weird263 games · 43.0 % (instead of 50.3% expected)
- Lessons from Life817 games · 49.9 % (instead of 56.7% expected)
- The Last Ronin406 games · 55.2 % (instead of 61.3% 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.




