Root Manipulation
Uncommon · Sorcery
4.2WeakRank 224 of 266
52.7%Rank 253 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).
A good playable, but is sometimes cut (4.2/10).
Why. A five-mana sorcery: your creatures get +2/+2 and menace until end of turn, and you gain 1 life for each creature that attacks. It can end a game on a wide board.
Risks. It does nothing without creatures, and five mana for a trick is expensive. As a sorcery it cannot react.
In the draft. A card for a black-green deck full of creatures. Do not take it early.
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 : +0.7 win-rate points
Its place in the set
- Uncommon: rank 84 of 100
- Multicolour: rank 67 of 77
- Cost 5: rank 20 of 27
- Average pick: 8.9 (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 copy53.2 % · 15,413 games
- 2 copies52.8 % · 909 games
Win rate since the set came out (card in hand)
- First two weeks53.1 % · 3,886 games
- Next two weeks53.7 % · 1,802 games
- After that54.7 % · 1,116 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
- Dina's Guidance267 games · 52.4 % (instead of 46.1% expected)
- Witherbloom, the Balancer987 games · 52.3 % (instead of 48.5% expected)
- Comforting Counsel1,428 games · 51.4 % (instead of 48.0% expected)
Cards it wins less with
- Potioner's Trove1,501 games · 46.8 % (instead of 52.2% expected)
- Fractal Mascot831 games · 46.3 % (instead of 50.5% 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.




