Restorative Technique
Common · Sorcery
4.4WeakRank 221 of 276
51.9%Rank 233 of 273 by win rate, card in hand · set average: 56.8%
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. A sorcery: target player gains two life and puts a basic land from their library onto the battlefield tapped, and you may put a +1/+1 counter on a target creature. It ramps your mana and improves a creature in one spell.
Risks. It does nothing to the opponent and does not develop the board right away. Three mana for ramp is slow.
In the draft. Filler for a green deck that wants mana. Do not take it over a real creature or 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 : +0.2 win-rate points
Its place in the set
- Common: rank 56 of 91
- Green: rank 34 of 37
- Cost 3: rank 64 of 80
- Average pick: 10.5 (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 copy53.4 % · 16,789 games
- 2 copies52.0 % · 2,709 games
- 3 copies44.4 % · 214 games
Win rate since the set came out (card in hand)
- First two weeks53.4 % · 5,971 games
- Next two weeks52.6 % · 2,605 games
- After that53.2 % · 327 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
- Hell's Kitchen1,388 games · 56.6 % (instead of 51.9% expected)
- Stark Industries Executive1,437 games · 52.9 % (instead of 48.4% expected)
- Quicksilver, Brash Blur280 games · 52.5 % (instead of 48.2% expected)
- The Coming of Galactus1,101 games · 58.7 % (instead of 54.5% expected)
Cards it wins less with
- Crowd of True Believers1,043 games · 49.2 % (instead of 53.5% expected)
- Colleen Wing, Street Samurai1,051 games · 49.8 % (instead of 52.9% expected)
- Agents of S.H.I.E.L.D.1,275 games · 50.2 % (instead of 53.2% expected)
Where it is played
G/R · 30 %G/W · 27 %
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.




