Season of Gathering
Mythic · Sorcery
7.2GoodRank 38 of 261
60.8%Rank 23 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).
A very good mythic of the format (7.2/10).
Why. A flexible six-mana sorcery: counters on a creature, destroying all artifacts or all enchantments, or drawing cards equal to your biggest creature's power. With a big attacker, the draw mode alone can win the game.
Risks. It does little without a creature. The destruction mode also hits your own permanents, and six mana is heavy.
In the draft. Take it as a value top-end in a green deck with big creatures. One copy is plenty; do not pay too much for it.
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 : +8.8 win-rate points
Its place in the set
- Mythic: rank 11 of 20
- Green: rank 9 of 41
- Cost 6: rank 2 of 8
- 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 copy55.5 % · 24,188 games
- 2 copies58.2 % · 251 games
Win rate since the set came out (card in hand)
- First two weeks61.4 % · 5,943 games
- Next two weeks60.6 % · 3,012 games
- After that58.1 % · 1,264 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
- Thornvault Forager2,363 games · 59.0 % (instead of 56.8% expected)
- Shore Up2,173 games · 54.7 % (instead of 53.0% expected)
- Pawpatch Recruit2,020 games · 58.4 % (instead of 56.8% expected)
- Splash Portal1,610 games · 55.5 % (instead of 53.9% expected)
Cards it wins less with
- Brave-Kin Duo1,807 games · 51.9 % (instead of 54.7% expected)
- Seasoned Warrenguard1,822 games · 54.3 % (instead of 56.9% expected)
- Driftgloom Coyote1,615 games · 53.8 % (instead of 56.3% 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.


