Drag to the Roots
Uncommon · Instant
6.6GoodRank 62 of 271
57.2%Rank 73 of 269 by win rate, card in hand · set average: 55.9%
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 solid uncommon of the format (6.6/10).
Why. An instant that destroys any nonland permanent. At four mana it is expensive; with Delirium it costs two. Its flexibility makes it an answer to almost anything.
Risks. Without Delirium it costs four mana, which is slow. It needs two specific colours.
In the draft. A good removal for a black-green deck. Take it fairly early if you have Delirium; otherwise cheaper removal comes first.
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 : +4.2 win-rate points
Its place in the set
- Uncommon: rank 23 of 100
- Multicolour: rank 15 of 34
- Cost 4: rank 7 of 41
- Average pick: 5.2 (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.
splash
splash
splash
splash
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 copy54.1 % · 58,826 games
- 2 copies54.9 % · 14,599 games
- 3 copies56.0 % · 1,909 games
- 4 copies or more57.6 % · 170 games
Win rate since the set came out (card in hand)
- First two weeks57.5 % · 20,110 games
- Next two weeks55.6 % · 11,478 games
- After that56.1 % · 4,121 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
- Marvin, Murderous Mimic1,047 games · 54.5 % (instead of 50.7% expected)
- Demonic Counsel749 games · 53.5 % (instead of 50.2% expected)
- Meathook Massacre II1,592 games · 52.4 % (instead of 49.1% expected)
- Give In to Violence3,360 games · 52.6 % (instead of 49.6% expected)
Cards it wins less with
- Clockwork Percussionist4,846 games · 52.6 % (instead of 55.9% expected)
- Most Valuable Slayer4,585 games · 51.9 % (instead of 54.8% expected)
- Hand That Feeds4,372 games · 52.2 % (instead of 54.6% expected)
Where it is played
B/G · 53 %
Played in 7.5% of the decks of the set
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.




