Cycle of Renewal
Common · Instant — Lesson
1.4WeakRank 278 of 281
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.
Gap when it is drawn, against the games where it is not : -1.4 win-rate points
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.
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 % · 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
- Elemental Teachings316 games · 45.9 % (instead of 41.3% expected)
- The Last Agni Kai970 games · 52.2 % (instead of 48.2% expected)
- Lo and Li, Twin Tutors823 games · 54.6 % (instead of 50.7% expected)
Cards it wins less with
- Fire Lord Zuko160 games · 35.0 % (instead of 42.7% expected)
- Price of Freedom306 games · 43.8 % (instead of 47.8% expected)
- Fire Lord Azula646 games · 43.0 % (instead of 46.7% expected)
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
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.




