Training Regimen
Uncommon · Enchantment
4.8WeakRank 199 of 276
52.0%Rank 227 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 solid playable that rarely gets cut (4.8/10).
Why. A four-mana enchantment: at the beginning of combat on your turn, put a +1/+1 counter on a creature you control, and creatures with counters have trample. One of your creatures grows every turn.
Risks. It does nothing without creatures, and it is slow. A removal on your main creature reduces its impact.
In the draft. A good choice for green decks built around counters, especially green-white or green-blue. Take it mid-pack.
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 : +0.1 win-rate points
Its place in the set
- Uncommon: rank 68 of 100
- Green: rank 30 of 37
- Cost 4: rank 40 of 52
- 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 copy52.8 % · 14,158 games
- 2 copies50.2 % · 995 games
Win rate since the set came out (card in hand)
- First two weeks53.6 % · 4,250 games
- Next two weeks51.7 % · 1,893 games
- After that51.4 % · 257 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
- Futurist Forge1,153 games · 57.8 % (instead of 53.6% expected)
- Mockingbird, Ace Agent680 games · 54.0 % (instead of 49.7% expected)
- Justice, Vance Astrovik1,229 games · 59.4 % (instead of 55.8% expected)
- Titania, Rugged Rumbler1,864 games · 53.2 % (instead of 51.2% expected)
Cards it wins less with
- Avengers Hangar914 games · 50.1 % (instead of 54.3% expected)
- Wakandan Drone Flock1,032 games · 50.5 % (instead of 54.1% expected)
- The Serpent Society650 games · 47.8 % (instead of 51.3% 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.




