Overgrown Zealot
Uncommon · Creature — Elf Druid
5.6PlayableRank 135 of 271
55.0%Rank 143 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).
Good playable that always makes the cut (5.6/10).
Why. A 0/4 for two that taps for any color: it walls the ground and fixes your mana. The second ability makes two mana of one color, but only to turn permanents face up, which pairs nicely with Manifest dread.
Risks. It never attacks, and the second ability does nothing without a face-down permanent to flip. In a deck that does not manifest, it is just a defensive fixer.
In the draft. A solid mid-pack pick for a green deck playing two or three colors. Take it higher if you already have several cards that manifest.
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 : +2.0 win-rate points
Its place in the set
- Uncommon: rank 58 of 100
- Green: rank 21 of 42
- Cost 2: rank 43 of 66
- Average pick: 4.5 (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 copy53.5 % · 77,213 games
- 2 copies53.0 % · 9,175 games
- 3 copies57.7 % · 716 games
Win rate since the set came out (card in hand)
- First two weeks55.1 % · 22,045 games
- Next two weeks53.9 % · 11,872 games
- After that55.1 % · 4,315 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
- Grievous Wound183 games · 50.3 % (instead of 43.0% expected)
- Kaito, Bane of Nightmares1,349 games · 56.4 % (instead of 52.2% expected)
- Dazzling Theater // Prop Room341 games · 47.8 % (instead of 44.3% expected)
- Winter, Misanthropic Guide1,323 games · 50.4 % (instead of 47.2% expected)
Cards it wins less with
- Unsettling Twins4,622 games · 51.8 % (instead of 54.4% expected)
- Glimmerlight9,972 games · 52.3 % (instead of 55.0% expected)
- Clockwork Percussionist7,242 games · 52.4 % (instead of 55.1% expected)
Where it is played
G/R · 26 %G/U · 26 %
Played in 8.7% 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.




