Roamer's Routine
Common · Sorcery
2.0WeakRank 263 of 271
52.0%Rank 239 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).
Not good filler and often gets cut (2.0/10).
Why. A sorcery that fetches a basic land onto the battlefield tapped, then can be recast from the graveyard through Harmonize. It fixes your colours and ramps toward your big cards, twice.
Risks. It does nothing on the battlefield and is poor in an aggressive deck. The land comes in tapped.
In the draft. Useful green filler for a multicolour deck. Take it late unless you want fixing.
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 : -0.3 win-rate points
Its place in the set
- Common: rank 87 of 91
- Green: rank 34 of 34
- Cost 3: rank 59 of 60
- Average pick: 9.8 (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.
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 copy52.9 % · 46,321 games
- 2 copies51.7 % · 4,575 games
- 3 copies50.6 % · 245 games
Win rate since the set came out (card in hand)
- First two weeks51.8 % · 14,761 games
- Next two weeks52.9 % · 6,461 games
- After that53.5 % · 2,085 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
- Wingspan Stride329 games · 51.7 % (instead of 47.3% expected)
- Effortless Master1,508 games · 52.9 % (instead of 49.4% expected)
Cards it wins less with
- Elspeth, Storm Slayer1,050 games · 51.4 % (instead of 56.1% expected)
- Barrensteppe Siege1,081 games · 45.5 % (instead of 50.1% expected)
- Riling Dawnbreaker // Signaling Roar3,295 games · 48.2 % (instead of 52.2% expected)
Where it is played
G/R · 32 %G/W · 30 %
Played in 9.6% of the decks of the set
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.




