Vigorbloom Charm
Uncommon · Instant
6.9GoodRank 53 of 280
56.7%Rank 93 of 271 by win rate, card in hand · set average: 56.2%
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 uncommon of the format (6.9/10).
Why. A green-white instant with three modes: hexproof and indestructible for one of your permanents, draw a card and gain three life, or a +1/+1 counter followed by a fight. It acts as removal, protection or value depending on the game.
Risks. The fight mode depends on your creature: if it is small, it fails. The protection mode does not save you from exile, sacrifice or -X/-X effects.
In the draft. A good uncommon for green-white, and it fits Lifegain decks. Take it fairly high, its flexibility means it is rarely dead.
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 : +3.4 win-rate points
Its place in the set
- Uncommon: rank 5 of 109
- Multicolour: rank 16 of 54
- Cost 2: rank 16 of 82
- Average pick: 6.2 (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.
splash
splash
splash
splash
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 copy54.3 % · 15,083 games
- 2 copies57.4 % · 4,043 games
- 3 copies56.7 % · 483 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
- Germinate Recruits551 games · 54.6 % (instead of 49.3% expected)
- Hall of Echoes555 games · 58.6 % (instead of 53.2% expected)
- Edgar, Ancient Bloodlord540 games · 56.7 % (instead of 52.3% expected)
Cards it wins less with
- Refute Destiny273 games · 48.0 % (instead of 51.3% expected)
- Fatehold Annex1,329 games · 52.1 % (instead of 55.3% expected)
- Ghalta the Immovable892 games · 49.2 % (instead of 51.7% expected)
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.




