Oracle's Restoration

Common · Sorcery

Pick rating

2.0WeakRank 254 of 266

Observed strength

49.4%Rank 307 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).

Not good filler and often gets cut (2.0/10).

Why. A one-mana sorcery: your creature gets +1/+1 until end of turn, you draw a card and gain 1 life. It replaces itself and can turn on Infusion.

Risks. A small effect that does not change the game. It needs a creature on the battlefield, and the life gain is minor.

In the draft. A filler to play only for life-gain synergies. A late pick.

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.

Card in hand at some point in the game49.4 %(set average : 56.3 %)
Card in the opening hand48.3 %(set average : 54.9 %)
Card drawn during the game50.2 %(set average : 57.2 %)

Gap when it is drawn, against the games where it is not : -1.6 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)12.0 %(set average : 63.0 %)

Its place in the set

  • Common: rank 76 of 86
  • Green: rank 28 of 32
  • Cost 1: rank 26 of 26
  • Average pick: 11.8 (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.

10,374 games52.4 %(all pairs : 51.4 %)
919 games47.4 %(all pairs : 51.4 %)
645 games47.6 %(all pairs : 51.4 %)
450 games44.9 %(all pairs : 51.4 %)
134 games48.5 %(all pairs : 51.4 %)

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.

Strong players (diamond and mythic ranks), card in hand49.0 %· 853 games
All players, card in hand50.5 %· 5,666 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)53.9 %(set average : 58.0 %)
Games on the draw, so drawing from the first turn (the deck holds the card)48.8 %(set average : 52.8 %)

Win rate by number of copies in the deck

  • 1 copy51.6 % · 10,734 games
  • 2 copies50.4 % · 1,755 games
  • 3 copies46.7 % · 180 games

Win rate since the set came out (card in hand)

  • First two weeks50.4 % · 3,936 games
  • Next two weeks51.0 % · 1,102 games
  • After that50.2 % · 628 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

Cards it wins less with

Other cards of the same cost and colours

  • Ambitious Augmenter

    6. Ambitious Augmenter

    8.8
  • Slumbering Trudge

    22. Slumbering Trudge

    7.6
  • Studious First-Year // Rampant Growth

    122. Studious First-Year // Rampant Growth

    5.8
  • Wild Hypothesis

    205. Wild Hypothesis

    4.6

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.