Cycle of Renewal

Common · Instant — Lesson

Pick rating

1.4WeakRank 278 of 281

Observed strength

50.6%Rank 263 of 279 by win rate, card in hand · set average: 56.2%

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).

Almost unplayable and mostly sideboard material (1.4/10).

Why. A three-mana instant Lesson: you sacrifice a land and fetch two basics, tapped. You gain a net land and a bit of fixing.

Risks. No board impact: you spend three mana just to ramp. It is slow ramp, only good if your deck has something big to cast afterwards.

In the draft. Filler for green decks with expensive spells, not a real pick. Play it only if you already have many costly cards and little 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.

Card in hand at some point in the game50.6 %(set average : 56.2 %)
Card in the opening hand49.9 %(set average : 55.4 %)
Card drawn during the game51.2 %(set average : 56.8 %)

Gap when it is drawn, against the games where it is not : -1.4 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)45.0 %(set average : 61.0 %)

Its place in the set

  • Common: rank 90 of 91
  • Green: rank 39 of 39
  • Cost 3: rank 64 of 64
  • Average pick: 9.3 (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.

9,066 games52.0 %(all pairs : 52.2 %)
8,836 games52.8 %(all pairs : 52.2 %)
6,316 games52.7 %(all pairs : 52.2 %)
5,407 games53.8 %(all pairs : 52.2 %)
5,165 games52.1 %(all pairs : 52.2 %)
4,246 games50.7 %(all pairs : 52.2 %)
2,504 games51.6 %(all pairs : 52.2 %)
2,209 games50.5 %(all pairs : 52.2 %)

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 hand51.4 %· 5,899 games
All players, card in hand51.1 %· 23,685 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)55.2 %(set average : 59.1 %)
Games on the draw, so drawing from the first turn (the deck holds the card)49.2 %(set average : 52.9 %)

Win rate by number of copies in the deck

  • 1 copy52.4 % · 43,472 games
  • 2 copies50.8 % · 6,907 games
  • 3 copies51.8 % · 417 games

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

  • First two weeks51.1 % · 13,553 games
  • Next two weeks51.1 % · 6,294 games
  • After that50.9 % · 3,838 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

Where it is played

G/U · 59 %G/R · 56 %

Played in 9.6% of the decks of the set

Other cards of the same cost and colours

  • Earthbender Ascension

    21. Earthbender Ascension

    7.8
  • The Lion-Turtle

    52. The Lion-Turtle

    7.0
  • Allies at Last

    60. Allies at Last

    6.8
  • White Lotus Reinforcements

    73. White Lotus Reinforcements

    6.6

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.