Rite of Renewal
Uncommon · Sorcery
4.0WeakRank 239 of 271
53.3%Rank 212 of 274 by win rate, card in hand · set average: 56.0%
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 (4.0/10).
Why. A value sorcery that returns up to two permanent cards from your graveyard to your hand, while a target player shuffles up to four cards from their graveyard into their library. In a long game it replaces cards you lost.
Risks. Four mana to change nothing on the battlefield the turn you cast it. It is slow against aggression and nearly useless with an empty graveyard.
In the draft. A late-pack playable for green value decks. Do not take it before your creatures and 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 : +1.7 win-rate points
Its place in the set
- Uncommon: rank 89 of 100
- Green: rank 31 of 34
- Cost 4: rank 36 of 44
- Average pick: 10.1 (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 copy52.4 % · 17,510 games
- 2 copies46.3 % · 348 games
Win rate since the set came out (card in hand)
- First two weeks52.1 % · 5,016 games
- Next two weeks52.9 % · 1,988 games
- After that53.2 % · 788 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
- Teval, Arbiter of Virtue1,028 games · 58.2 % (instead of 53.3% expected)
- Ugin, Eye of the Storms851 games · 60.4 % (instead of 56.3% expected)
- Rainveil Rejuvenator1,590 games · 52.3 % (instead of 49.1% expected)
- Fangkeeper's Familiar1,911 games · 56.6 % (instead of 53.6% expected)
Cards it wins less with
- Wind-Scarred Crag1,066 games · 50.1 % (instead of 52.6% expected)
- Scoured Barrens2,053 games · 50.0 % (instead of 52.1% expected)
- Osseous Exhale1,171 games · 49.9 % (instead of 51.8% 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.




