Germination Practicum
Mythic · Sorcery — Lesson
7.8Very goodRank 20 of 266
58.4%Rank 65 of 319 by win rate, card in hand · set average: 56.3%
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).
One of the very best mythics of the format (7.8/10).
Why. A five-mana sorcery that puts two +1/+1 counters on each creature you control. After it first resolves, you may cast a free copy at the start of each of your first main phases, so the effect repeats every turn.
Risks. Without creatures it does nothing, and removal in response makes it much worse. It needs two green mana.
In the draft. A decent pick for a green deck with many small creatures. In a lighter deck it is just average.
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 : +7.9 win-rate points
Its place in the set
- Mythic: rank 5 of 20
- Green: rank 3 of 32
- Cost 5: rank 2 of 27
- Average pick: 1.6 (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
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 copy54.6 % · 13,074 games
- 2 copies55.3 % · 141 games
Win rate since the set came out (card in hand)
- First two weeks59.7 % · 3,347 games
- Next two weeks59.0 % · 1,616 games
- After that56.9 % · 894 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
- Encouraging Aviator // Jump881 games · 56.3 % (instead of 50.1% expected)
- Orysa, Tide Choreographer1,220 games · 57.0 % (instead of 51.6% expected)
- Muse's Encouragement673 games · 55.9 % (instead of 50.9% expected)
- Campus Composer // Aqueous Aria1,238 games · 56.6 % (instead of 52.4% expected)
Cards it wins less with
- Forum of Amity1,726 games · 51.4 % (instead of 55.1% expected)
- Divergent Equation1,115 games · 51.5 % (instead of 54.6% expected)
- Fields of Strife1,234 games · 52.8 % (instead of 55.4% 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.




