Lorwyn Eclipsed: The Draft Almanac
Set ECL · January 2026 · 273 cards plus Special Guests

Lorwyn Eclipsed

The draft almanac: ten mechanics, ten courts, the seven who turn, and every ranking checked against 536,566 recorded games. Read it in daylight or after dark, as the page prefers.

The Almanac

what half a million games say17Lands archive

Everything else here is expert judgment recorded before the format was solved. This is the record of what happened after. Card tiles throughout carry a win-rate chip: the games-in-hand win rate, meaning how often the player won when that card was in hand or in play. Set median is 55.7 percent, so anything above that beat the average card. One honest caveat: this measures how you did when you HAD the card, not how easy it was to cast, which matters for the triple-hybrid cards below.

Games analyzed
536,566
Premier draft, whole format
On the play
57.0%
vs 52.9 on the draw
Play advantage
+4.1
points, a shade below average
Average game
9.4
turns
PairCourtWin rateGames
BGElves kindred56.9%111,191
WUMerfolk kindred56.5%94,969
GWKithkin kindred56.4%72,721
URElementals kindred55.7%83,939
BRGoblins kindred53.5%59,489
GRVivid aggro52.6%10,474
RWCounters aggro52.2%9,871
GUVivid value51.5%5,482
UBFaeries kindred50.6%9,808
WBCounters value50.1%7,051
The single most useful fact in this guide: four of the top five decks are kindred decks, and they were drafted five to ten times more often than anything else. The four non-kindred pairs all landed between 50 and 53 percent. But kindred is not a magic word: Faeries is the worst deck in the format at 50.6 percent, exactly as the prerelease guide warned, because its payoffs are too thin at low rarity. Draft a tribe with a real critical mass, or draft good cards.

Ten Mechanics

learn before you open a pack

A dense set. Blight and vivid are the two that change how you build; the rest change how you play a turn.

Blight newPut N minus-1/-1 counters on a creature you control. There is no toughness requirement, so you may overkill a 1/1 token, and it can usually be paid at instant speed onto something already dying. Only blight when you have a payoff.
Vivid newCounts colors among the permanents you control, zero to five. Most vivid cards are playable at two. Hybrid permanents count as both colors, so a two-color deck can reach a vivid count of five on hybrids alone.
ConvokeTap creatures to help pay. Summoning-sick creatures can convoke, so a fresh two-drop immediately helps cast something bigger. Best in defensive shells: cast at their end step so your creatures blocked first.
ChangelingEvery creature type, in every zone: battlefield, hand, and graveyard. So a changeling in hand pays behold costs, and one in the yard counts for graveyard type counts.
KindredA card type that puts a creature type on a noncreature card. A kindred Goblin enchantment counts as a Goblin card, but never as a Goblin creature.
Transforming faces the twistThe double-faced legends can only be cast from the front, and they transform only if you pay a cost at the beginning of your first main phase. The night side is a mana sink you unlock on your own turn, not a flip that happens to you.
BeholdChoose a creature you control of the named type, or reveal one from hand. Kindred noncreature cards carry a type, so they can be revealed too.
ChampionBehold, then exile the card you beheld; you get it back when the champion leaves. Temporary, with one trap: if the champion is countered, the exiled card is gone for good. Do not cast one into an open blue mana.
EvokeCast an elemental cheap and sacrifice it immediately. Here they care about the colors of mana you spent, so paying wrong throws the card away for nothing.
PersistReturns with a minus-1/-1 counter if it did not already have one. With counters everywhere, persist creatures often die already carrying one and never come back. Counter-removal resets them.

The Seven Who Turn

dawn face and dusk facePay at your main phase to transform

The set's centerpiece: seven legends printed with a Lorwyn face and a Shadowmoor face. You cast the sunlit side, then pay to bring on the eclipse when the game asks for it. Treat the back half as a mana sink you are always happy to have, not as a plan.

Eirdu, Carrier of DawnEirdu, Carrier of DawnIsilu, Carrier of TwilightIsilu, Carrier of Twilight
61.5%The cycle's mythic centerpiece and the literal embodiment of the set: dawn on one side, twilight on the other.
Oko, Lorwyn LiegeOko, Lorwyn LiegeOko, Shadowmoor ScionOko, Shadowmoor Scion
57.5%The planeswalker of the pair, and the one most likely to simply take a game over if it turns.
Brigid, Clachan's HeartBrigid, Clachan's HeartBrigid, Doun's MindBrigid, Doun's Mind
61.5%Called a three-mana white engine that asks almost nothing of you and wins the game unanswered.
Ashling, RekindledAshling, RekindledAshling, RimeboundAshling, Rimebound
60.5%Her Command is the single best-performing card in the entire set at 66.7 percent.
Sygg, Wanderwine WisdomSygg, Wanderwine WisdomSygg, Wanderbrine ShieldSygg, Wanderbrine Shield
60.8%The merfolk legend, at home in the convoke deck that finished second overall.
Grub, Storied MatriarchGrub, Storied MatriarchGrub, Notorious AuntieGrub, Notorious Auntie
58.7%The goblin legend, from the weakest of the five tribes. Judge it on rate, not on tribe.
Trystan, Callous CultivatorTrystan, Callous CultivatorTrystan, Penitent CullerTrystan, Penitent Culler
61.3%The elf legend, from the best deck in the format, and another Command that landed near the top of the set.

Bombs

take on sightChips are real win rates

The cards every guide flagged. Eight of these ten landed above the 88th percentile of the set, which is a strong hit rate. Two did not, and both are noted honestly below.

Sunderflock
Sunderflock64.5%A 5/5 flier that shrinks with your elementals and bounces every non-elemental creature. Can effectively cost two mana. The best of the lot at the 98th percentile.
Chronicle of Victory
Chronicle of Victory64.0%A payoff for going deep on one tribe, drawing multiple cards a turn once the board is wide.
Spinerock Tyrant
Spinerock Tyrant63.5%Red's standout: an evasive threat that ends games fast once you start copying your removal.
Curious Colossus
Curious Colossus63.1%Strips every ability from their creatures and makes them base 1/1. One-card board negation, and it combos with the counters theme.
Loch Mare
Loch Mare62.1%The strongest standalone blue rare, and an excellent home for blight counters.
Champions of the Perfect
Champions of the Perfect61.3%A 6/6 for four that draws on every creature spell, and the behold cost is refunded when it leaves.
Ajani, Outland Chaperone
Ajani, Outland Chaperone60.9%A three-mana engine that asks almost nothing of you and wins the game if unanswered.
Aurora Awakener
Aurora Awakener60.8%Perhaps the best vivid payoff. At a color count of five, resolving it often simply wins.
Bitterbloom Bearer
Bitterbloom Bearer58.1%Flash it in on their end step for two guaranteed flying bodies. Strong, though the data says good rather than great.
Goliath Daydreamer
Goliath Daydreamer55.4%Doubles every spell while it attacks. The one clear miss: it landed at the median, because it needs a deck built for it.
Also worth knowing: the best-performing cards in the whole set were not the flashy rares but the Command cycle tied to the transforming legends, led by Ashling's Command at 66.7 percent and Trystan's Command at 64.6 percent. If a Command wheels toward you, it is not a filler card.

The Ten Courts

every pair has a deckStandings from real games

Six kindred pairs and four themed pairs. The standings tell you which are real; the descriptions tell you how to build them if you get there.

Elves56.9% · best deck
Graveyard kindred · most-drafted

Self-mill elves, then recur them and cash the graveyard in for tokens. Lethally blighting your own elf is another guaranteed way to switch the payoffs on. The board scales as the yard fills, and once stocked, recursion is your card advantage engine.

Morcant's Loyalist
Morcant's Loyalist61.5%
Morcant's Eyes
Morcant's Eyes60.4%
Eclipsed Elf
Eclipsed Elf63.1%
Unbury
Unbury55.7%
Merfolk56.5% · convoke
Convoke kindred

Go wide with lords and tokens, then convert a tapped board into cards and removal. Convoke is the most powerful mechanic here, so take the enablers as highly as the payoffs: a one-drop into a two-drop lets you convoke a five-mana spell on turn three.

Deepchannel Duelist
Deepchannel Duelist63.0%
Silvergill Mentor
Silvergill Mentor60.4%
Eclipsed Merrow
Eclipsed Merrow61.9%
Wanderwine Farewell
Wanderwine Farewell57.6%
Kithkin56.4% · the aggro deck
Go-wide kindred

Flood the board and cash it in with the lord effect and token-makers. Every kithkin in the set lives here, so play them all. Because it is everywhere, every other deck needs cheap interaction: their buffs happen at instant speed on their turn, so removal beats them far more reliably than blocking does.

Thoughtweft Lieutenant
Thoughtweft Lieutenant59.0%
Clachan Festival
Clachan Festival57.5%
Eclipsed Kithkin
Eclipsed Kithkin62.6%
Kinsbaile Aspirant
Kinsbaile Aspirant58.8%
Elementals55.7% · dead average
Big-spell kindred

A good curve of elementals plus payoffs for casting spells of mana value four or greater, with looting to fix the wrong-half problem. Elementals appear in every color, so these decks often drift into multicolor vivid piles.

Twinflame Travelers
Twinflame Travelers57.4%
Rimekin Recluse
Rimekin Recluse60.5%
Eclipsed Flamekin
Eclipsed Flamekin59.7%
Sunderflock
Sunderflock64.5%
Goblins53.5% · finicky
Sacrifice kindred

A sacrifice deck wearing a kindred costume: the set has no sacrifice outlets, so blight is how you kill your own goblins. Blight's best home and the only deck that actively wants its creatures to die. Close fast, before the card disadvantage catches up. Only draft it when the lane is wide open.

Boggart Mischief
Boggart Mischief56.5%
Boggart Cursecrafter
Boggart Cursecrafter57.2%
Eclipsed Boggart
Eclipsed Boggart58.7%
Elder Auntie
Elder Auntie52.7%
Vivid aggro52.6%
Color count · no tribe

No creature type of its own, so build to maximize vivid instead: Treasures and fixing powering out oversized attackers whose stats scale with your color count. The uncommon vivid creatures are already good at three colors and want five.

Squawkroaster
Squawkroaster52.3%
Prismabasher
Prismabasher57.1%
Noggle Robber
Noggle Robber58.1%
Shimmerwilds Growth
Shimmerwilds Growth51.0%
Counters aggro52.2%
Shed the counters · fast

Undersized-on-entry bodies that shed their counters to grow, pump, and grant flying. Nominally the giants pair, but there are too few giants: build an assertive value deck rather than a tribe, pairing powerful blight cards with creatures that shrug the counters off.

Hovel Hurler
Hovel Hurler53.7%
Sting-Slinger
Sting-Slinger51.9%
Burdened Stoneback
Burdened Stoneback53.4%
Cinder Strike
Cinder Strike56.1%
Vivid value51.5%
Color count · midrange

Stretch into as many colors as the fixing allows, then cash the count in for card draw and pump. It has no gold signpost, and it should usually splash a bomb that needs only a single colored pip.

Shinestriker
Shinestriker58.8%
Glister Bairn
Glister Bairn52.8%
Luminollusk
Luminollusk51.9%
Bloom Tender
Bloom Tender54.6%
Faeries50.6% · the trap
Flash tempo kindred

Every spell cast during an opponent's turn triggers draw, surveil, and counters. The problem is density: the payoffs are thin at low rarity, so you need roughly three of them before committing. The worst-performing deck in the format, and the clearest example that a tribe on the box is not a deck in the pod.

Unwelcome Sprite
Unwelcome Sprite56.7%
Voracious Tome-Skimmer
Voracious Tome-Skimmer52.2%
Nightmare Sower
Nightmare Sower51.1%
Blossombind
Blossombind55.5%
Counters value50.1% · last
Shed the counters · grind

Creatures that enter with counters and shed them for card advantage, recursion, and removal, deliberately blighting your own board to reload. Nominally treefolk, but the treefolk payoffs are not there. A fine pile of good cards; just do not expect a synergy deck to appear.

Reaping Willow
Reaping Willow56.7%
Moonlit Lamenter
Moonlit Lamenter55.8%
Gnarlbark Elm
Gnarlbark Elm54.4%
Bogslither's Embrace
Bogslither's Embrace56.4%

The Eclipsed Cycle

the hybrid backbone

Five hybrid uncommons, one per kindred pair, each digging four cards deep for its tribe or its two basics. They are the glue of the format and five of the six posted above-median win rates. But read the pips before you take one: one hybrid pip is pure flexibility, two narrows a card sharply, and three makes it effectively uncastable on curve outside its exact pair. Missing your three-drop on turn three is a real cost that these numbers do not show.

Eclipsed Elf
Eclipsed Elf63.1%Digs for an Elf, Swamp, or Forest. Top of the cycle in the data, and also the most color-demanding: near-unplayable outside base green-black.
Eclipsed Kithkin
Eclipsed Kithkin62.6%Digs for a Kithkin, Forest, or Plains. Castable outside the archetype, much better inside it.
Eclipsed Merrow
Eclipsed Merrow61.9%Digs for a Merfolk, Plains, or Island, feeding the convoke deck's need for bodies.
Eclipsed Flamekin
Eclipsed Flamekin59.7%Digs for an Elemental, Island, or Mountain. Playable mono-color, but the hit rate roughly halves.
Eclipsed Boggart
Eclipsed Boggart58.7%Digs for a Goblin, Swamp, or Mountain, and it can grab the kindred enchantment because that counts as a Goblin card.
Eclipsed Realms
Eclipsed Realms54.6%The creature-type land and one of the two best low-rarity fixers, in a set with no common dual cycle.

Top Commons

ranked by color
White
1Spiral into Solitude
Spiral into Solitude54.7%Locks a creature down for two, then upgrades to permanent exile for blight 1, payable at instant speed onto something already dying.
2Goldmeadow Nomad
Goldmeadow Nomad53.4%Chips in early, enables turn-two convoke, is a Kithkin, and returns from the graveyard, making it a great blight dumping ground.
3Liminal Hold
Liminal Hold56.2%Exiles any nonland permanent and gains two life. Inefficient, but late answers matter.
Blue
1Blossombind
Blossombind55.5%Taps a creature AND stops counters being put on it, so they cannot blight it off. Blue rarely gets hard removal.
2Temporal Cleansing
Temporal Cleansing56.4%Library-burying removal with convoke, so it is cheap and fits any curve.
3Summit Sentinel
Summit Sentinel54.4%Draws when it dies, so every trade nets a card. A blight holder you actively want to die.
Black
1Bogslither's Embrace
Bogslither's Embrace56.4%Unconditional exile for effectively two mana with a blight target, or five with no drawback late.
2Blight Rot
Blight Rot55.9%Four counters at instant speed. Usually a kill, and it guts whatever it fails to kill.
3Scarblade Scout
Scarblade Scout58.1%Lifelink that mills you two, helping you race while fuelling the elf graveyard.
Red
1Tweeze
Tweeze55.0%Three damage at instant speed with an optional loot, and it can go to the face to finish.
2Cinder Strike
Cinder Strike56.1%One mana for two damage, or four if you blight. A one-mana answer to a four-drop.
3Elder Auntie
Elder Auntie52.7%Two bodies for one card: good on blocks, a free blight target, and a Goblin.
Green
1Assert Perfection
Assert Perfection58.6%Efficient bite effect. Sorcery speed means removal in response blows you out, but green needs its interaction.
2Mistmeadow Council
Mistmeadow Council56.8%A sizable body that replaces itself, and changelings turn on its discount outside a Kithkin deck.
3Safewright Cavalry
Safewright Cavalry56.8%Cannot be blocked by more than one, and the threat of its pump alone warps their blocks.

Tricks and Traps

what open mana threatensScored against the data

The guides said to fear green's tricks and ignore white's. The data mostly agrees: white's Appeal to Eirdu sits in the 6th percentile and Riverguard's Reflexes in the 22nd, while green's Blossoming Defense is comfortably above median. One correction: Thoughtweft Charge, named as the trick to fear most, actually landed slightly below median.

Green, the real threats
  • Blossoming Defense: one mana for +2/+2 and hexproof, so it hides behind any open mana
  • Gilt-Leaf's Embrace: +2/+0, trample, indestructible. The default read on three open green
  • Thoughtweft Charge: +3/+3 that replaces itself if a creature entered. Suspicious when they deploy precombat
Black
  • Scarblade's Malice: deathtouch AND lifelink plus a token. Miserable to attack into
  • Blight Rot: four counters at instant speed doubles as a combat blowout
  • Dream Seizer: hold a spare land late as discard insurance
Blue and red
  • Glamer Gifter: a flash body that also sets something to base 4/4
  • Reckless Ransacking: +3/+2 and a Treasure. Assume it on two open red
  • Aquitect's Defenses: a permanent buff, so a blowout costs you twice
White, mostly ignorable
  • Riverguard's Reflexes: it untaps, so a tapped blocker can still ambush you
  • Appeal to Eirdu: has convoke, so a tapped-out white player can still cast it
  • Both are well below median. Do not contort your attacks around them
Traps in your own pool
  • Crib Swap: exile removal that hands them a changeling, which is real fuel for blight, convoke, and kindred. 5th percentile
  • Spell Snare: you rarely have mana up on the right turn, and it is dead off the top. 2nd percentile
  • Heirloom Auntie: needs your own creatures to die, which is hard to arrange. 3rd percentile
The goblin correction
  • The deck underperforms, but two of its most-criticized cards do not: Mudbutton Cursetosser and Boggart Cursecrafter both landed in the top third
  • The genuinely weak one is Chaos Spewer, in the 8th percentile
  • Blame the archetype, not those cards

Roads and Fixing

there is no common dual cycle

Plan your splashes around bodies and fetches, not lands. Aim for at least three sources, four is much better, and only splash cards that are strong late.

Evolving Wilds
Evolving Wilds55.0%The best common fixer because it costs a land slot rather than a spell slot. Fine even in two colors.
Changeling Wayfinder
Changeling Wayfinder54.1%Fixing, a body that counts for every kindred payoff in every zone, and somewhere to put blight counters.
Great Forest Druid
Great Forest Druid54.6%Taps for any color with four toughness, so it actually blocks. Still a creature, so do not fully rely on it.
Shimmerwilds Growth
Shimmerwilds Growth51.0%Turns a land into a chosen color and adds a mana of it: splash fixing and a vivid color in one card.
Puca's Eye
Puca's Eye54.6%Becomes any color, raising your vivid count without changing your deck's colors.
Bloom Tender
Bloom Tender54.6%Regularly taps for two or three. Insane acceleration for a two-mana investment.

Build and Play

the checklist

Sealed build, in order

  1. Sort as you open: color order, then mana value, commons apart from the rest. The uncommons signal your deck.
  2. Start from the rares and identify the bombs. That is what separates a great sealed deck from a mediocre one.
  3. Pick a tribe with critical mass, or do not pick one. The data is blunt: four tribes are real, faeries is a trap, and the themed pairs all sit at or below 52.6 percent.
  4. Count changelings toward every tribe. They are the glue that makes a thin kindred deck work, in every zone.
  5. Prioritize two-mana plays. Having one when they do not puts you immediately ahead in a format this tempo-sensitive.
  6. Do not plan around rare duals. Lean on green dorks, the hybrid uncommons, Evolving Wilds, and Changeling Wayfinder.

Playing the turn

  • Only blight when you have a payoff, and put the counter on a creature already dying or trading. There is no toughness requirement, so overkilling a token is legal and often correct.
  • Convoke on their end step so your creatures block first and pay second. Summoning-sick creatures still count.
  • Attack into their counter-removal creature to strip the engine before it shrugs the counters off.
  • Never cast a champion into open blue mana: countered means the exiled card is gone forever.
  • Check evoke colors before you evoke. Paying the wrong mana throws the card away for nothing.
  • Trades are relative: avoid them when you have convoke, force them against an opponent who does.