Tend the Sprigs
Common · Sorcery
1.4WeakRank 263 of 264
49.6%Rank 252 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).
Almost unplayable and mostly sideboard material (1.4/10).
Why. A three-mana sorcery that fetches a basic land onto the battlefield tapped, then creates a 3/4 green Treefolk creature token with reach if you control at least seven permanents that are lands and/or Treefolk. Ramp with a late bonus.
Risks. The token only comes late in the game, and ramp alone is slow. Without big spells to cast, it does almost nothing.
In the draft. Green ramp filler. A late pick, unless you are in a big-spell or Treefolk deck.
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
- Common: rank 80 of 81
- Green: rank 39 of 40
- Cost 3: rank 66 of 66
- Average pick: 10.2 (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.
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 copy50.0 % · 17,456 games
- 2 copies49.4 % · 3,717 games
- 3 copies49.4 % · 648 games
- 4 copies or more50.0 % · 102 games
Win rate since the set came out (card in hand)
- First two weeks50.8 % · 8,030 games
- Next two weeks48.9 % · 1,878 games
- After that51.1 % · 726 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 Descends583 games · 49.9 % (instead of 43.6% expected)
- Bark of Doran584 games · 50.7 % (instead of 46.3% expected)
- Emptiness675 games · 52.6 % (instead of 49.0% expected)
- Moonlit Lamenter1,840 games · 52.7 % (instead of 49.1% expected)
Cards it wins less with
- Unexpected Assistance1,790 games · 47.0 % (instead of 50.2% expected)
- Temporal Cleansing1,593 games · 47.6 % (instead of 50.6% expected)
- Gilt-Leaf's Embrace2,481 games · 47.6 % (instead of 50.1% expected)
Where it is played
G/U · 37 %G/R · 30 %
Played in 4.4% 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.




