Fecund Greenshell
Rare · Creature — Elemental Turtle
8.0Very goodRank 17 of 261
64.0%Rank 5 of 265 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).
One of the very best rares of the format (8.0/10).
Why. A five-mana 4/6 with reach. Whenever a creature with toughness greater than its power enters (itself included), look at your top card: a land may go onto the battlefield tapped, anything else goes to your hand. With ten lands, your creatures get +2/+2.
Risks. It needs two green mana, and its card advantage depends on having other creatures with toughness greater than power. Ten lands is far away in a normal game.
In the draft. A good high pick for a green deck with high-toughness creatures. It gives a body and card advantage.
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 : +11.4 win-rate points
Its place in the set
- Rare: rank 11 of 60
- Green: rank 2 of 41
- Cost 5: rank 5 of 26
- Average pick: 1.6 (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 copy57.2 % · 51,078 games
- 2 copies61.9 % · 2,169 games
Win rate since the set came out (card in hand)
- First two weeks64.1 % · 14,029 games
- Next two weeks62.9 % · 6,442 games
- After that65.7 % · 2,702 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
- Mockingbird1,993 games · 61.2 % (instead of 56.2% expected)
- Gossip's Talent1,768 games · 56.6 % (instead of 52.7% expected)
- Run Away Together6,200 games · 58.3 % (instead of 55.1% expected)
- Sugar Coat3,204 games · 59.0 % (instead of 55.8% expected)
Cards it wins less with
- Wear Down356 games · 46.9 % (instead of 50.8% expected)
- Moonrise Cleric2,822 games · 54.1 % (instead of 57.1% expected)
- Builder's Talent2,078 games · 55.0 % (instead of 57.0% 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.




