Prishe's Wanderings
Common · Instant
4.4WeakRank 235 of 294
54.3%Rank 212 of 341 by win rate, card in hand · set average: 56.4%
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 good playable, but is sometimes cut (4.4/10).
Why. An instant-speed ramp spell: for three mana you put a basic land or Town onto the battlefield tapped and a creature gets a +1/+1 counter. Decent fixing that sets up your next turn.
Risks. It does nothing to the board on its own. With no creature to target you lose the counter, and spending turn three without a play can hurt against an aggressive deck.
In the draft. A fair filler pick for a green deck with expensive cards or several colours. Take it after your creatures and removal.
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 : +1.4 win-rate points
Its place in the set
- Common: rank 73 of 90
- Green: rank 26 of 41
- Cost 3: rank 51 of 67
- Average pick: 7.9 (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 copy54.4 % · 84,397 games
- 2 copies53.5 % · 18,601 games
- 3 copies51.9 % · 1,764 games
- 4 copies or more48.5 % · 130 games
Win rate since the set came out (card in hand)
- First two weeks55.1 % · 28,289 games
- Next two weeks54.3 % · 15,798 games
- After that54.2 % · 5,017 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
- The Fire Crystal236 games · 50.8 % (instead of 46.2% expected)
Cards it wins less with
- Dark Confidant891 games · 51.9 % (instead of 55.6% expected)
- Matoya, Archon Elder667 games · 46.6 % (instead of 50.2% expected)
Where it is played
G/R · 57 %B/G · 52 %
Played in 14% 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.




