Hermitic Herbalist
Uncommon · Creature — Human Druid Ally
6.6GoodRank 69 of 281
57.1%Rank 83 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).
A solid uncommon of the format (6.6/10).
Why. A 2/3 for two that doubles as a mana source of any color: it smooths a three-color mana base and ramps you toward your four- and five-drops. It even makes two mana for your Lessons.
Risks. It taps to produce mana, and once tapped it no longer blocks. Without Lessons in the deck its second ability does nothing, and any cheap removal kills it.
In the draft. A fair pick for a green-blue deck, especially with several Lessons or a splash. Take it mid-pack rather than as a priority.
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 : +4.2 win-rate points
Its place in the set
- Uncommon: rank 23 of 110
- Multicolour: rank 17 of 51
- Cost 2: rank 17 of 74
- Average pick: 5.7 (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
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 copy54.5 % · 26,734 games
- 2 copies56.2 % · 7,603 games
- 3 copies57.3 % · 1,081 games
- 4 copies or more64.8 % · 105 games
Win rate since the set came out (card in hand)
- First two weeks57.4 % · 9,074 games
- Next two weeks57.9 % · 5,164 games
- After that56.6 % · 3,612 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
- Crashing Wave972 games · 54.5 % (instead of 51.4% expected)
- Avatar Aang // Aang, Master of Elements2,271 games · 54.0 % (instead of 51.0% expected)
- Toph, the First Metalbender1,895 games · 56.3 % (instead of 53.5% expected)
Cards it wins less with
- Razor Rings1,927 games · 52.0 % (instead of 55.2% expected)
- Avatar Destiny594 games · 46.6 % (instead of 49.8% expected)
- Kyoshi Warriors1,976 games · 53.1 % (instead of 56.1% expected)
Where it is played
G/U · 47 %
Played in 6.4% 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.




