Shimmerwilds Growth
Uncommon · Enchantment — Aura
2.0WeakRank 256 of 264
50.2%Rank 248 of 264 by win rate, card in hand · set average: 55.7%
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).
Not good filler and often gets cut (2.0/10).
Why. A two-mana Aura on a land: it becomes the chosen color and adds an extra mana of that color whenever it is tapped for mana. Ramp and fixing for a two-mana card.
Risks. It does nothing directly on the board and loses its effect if the land goes away. The gain is slow and of little use to a deck without big spells.
In the draft. A ramp card for a green deck with big spells. Otherwise skip 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 : +0.3 win-rate points
Its place in the set
- Uncommon: rank 96 of 100
- Green: rank 37 of 40
- Cost 2: rank 72 of 72
- Average pick: 7.1 (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 copy51.0 % · 20,837 games
- 2 copies49.2 % · 2,636 games
- 3 copies52.1 % · 236 games
Win rate since the set came out (card in hand)
- First two weeks51.1 % · 8,072 games
- Next two weeks50.8 % · 2,059 games
- After that49.5 % · 741 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
- Darkness Descends469 games · 49.0 % (instead of 44.5% expected)
- Burning Curiosity1,360 games · 51.9 % (instead of 48.0% expected)
- Prismatic Undercurrents2,947 games · 48.2 % (instead of 44.2% expected)
- Deceit708 games · 54.4 % (instead of 50.6% expected)
Cards it wins less with
- Iron-Shield Elf1,939 games · 49.3 % (instead of 52.7% expected)
- Brigid's Command936 games · 49.4 % (instead of 52.8% expected)
- Gathering Stone1,530 games · 49.9 % (instead of 52.4% expected)
Where it is played
G/U · 42 %G/R · 38 %
Played in 4.7% 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.




