Season of the Burrow
Mythic · Sorcery
8.5BombRank 10 of 261
61.7%Rank 15 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 10 best cards of the set (8.5/10).
Why. A five-mana sorcery that mixes 1/1 white Rabbit creature tokens, exile of a nonland permanent (its controller draws a card) and a return of a permanent with mana value 3 or less from your graveyard with an indestructible counter. You build the answer the game needs.
Risks. The removal mode gives your opponent a card. Five points of modes go quickly: choosing between removal and value takes thought.
In the draft. A bomb to take high in a white deck. The flexible removal and the tokens justify its slot; it pairs well with green or black.
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 : +8.4 win-rate points
Its place in the set
- Mythic: rank 4 of 20
- White: rank 3 of 40
- Cost 5: rank 3 of 26
- Average pick: 1.5 (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 copy56.6 % · 21,214 games
- 2 copies64.4 % · 362 games
Win rate since the set came out (card in hand)
- First two weeks61.3 % · 5,196 games
- Next two weeks62.5 % · 2,424 games
- After that61.1 % · 1,104 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
- Hazardroot Herbalist2,102 games · 59.8 % (instead of 55.2% expected)
- For the Common Good266 games · 53.0 % (instead of 50.6% expected)
- Druid of the Spade4,554 games · 58.5 % (instead of 56.6% expected)
- Galewind Moose1,770 games · 58.9 % (instead of 57.3% expected)
Cards it wins less with
- Sunshower Druid1,227 games · 51.8 % (instead of 56.0% expected)
- Pond Prophet1,454 games · 52.2 % (instead of 56.4% expected)
- Heaped Harvest1,465 games · 51.5 % (instead of 54.6% 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.




