Rootwise Survivor
Uncommon · Creature — Human Survivor
5.2PlayableRank 167 of 271
54.3%Rank 164 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 playable that rarely gets cut (5.2/10).
Why. A five-mana 3/4 with haste. With survival, if it is tapped during your second main phase, it puts three +1/+1 counters on one of your lands, which becomes a 0/0 Elemental creature with haste until your next turn. That is a 3/3 body, and you can repeat it.
Risks. The land creature can die, costing you a land. It must attack to get tapped, which exposes it, and five mana for a 3/4 is expensive.
In the draft. A modest top-end for a midrange green deck. Take it mid-pack, after the better creatures.
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 : +1.1 win-rate points
Its place in the set
- Uncommon: rank 78 of 100
- Green: rank 28 of 42
- Cost 5: rank 17 of 27
- Average pick: 7.0 (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 % · 49,931 games
- 2 copies54.2 % · 4,939 games
- 3 copies52.8 % · 252 games
Win rate since the set came out (card in hand)
- First two weeks55.3 % · 13,424 games
- Next two weeks53.1 % · 7,272 games
- After that52.6 % · 2,285 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
- Walk-In Closet // Forgotten Cellar488 games · 52.7 % (instead of 48.2% expected)
- Waltz of Rage2,104 games · 55.8 % (instead of 53.0% expected)
- Winter's Intervention4,768 games · 54.7 % (instead of 52.2% expected)
- Twitching Doll6,230 games · 55.8 % (instead of 53.9% expected)
Cards it wins less with
- Grand Entryway // Elegant Rotunda3,594 games · 50.6 % (instead of 53.8% expected)
- Veteran Survivor3,207 games · 51.8 % (instead of 54.7% expected)
- Fear of Surveillance4,523 games · 51.8 % (instead of 54.3% expected)
Where it is played
G/W · 31 %
Played in 5.5% 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.




