Rockalanche
Uncommon · Sorcery — Lesson
6.0PlayableRank 108 of 281
54.8%Rank 162 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).
Good playable that always makes the cut (6.0/10).
Why. A three-mana sorcery that earthbends for the number of Forests you control, and comes back with a six-mana flashback. In a heavy green deck that is a large hasty land creature, twice in a game.
Risks. It needs many Forests: with few, the land is small. The land creature is exposed in combat and to removal, even though it returns tapped when it dies. A sorcery is also slower than a creature.
In the draft. Take it in an almost mono-green deck. Elsewhere it is mediocre; let it go if you are not heavily green.
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 : 0.0 win-rate points
Its place in the set
- Uncommon: rank 43 of 110
- Green: rank 11 of 39
- Cost 3: rank 25 of 64
- Average pick: 8.1 (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 copy54.5 % · 14,345 games
- 2 copies56.4 % · 3,508 games
- 3 copies59.3 % · 676 games
Win rate since the set came out (card in hand)
- First two weeks54.9 % · 4,946 games
- Next two weeks55.1 % · 2,310 games
- After that55.7 % · 1,526 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
- Meteor Sword1,322 games · 56.8 % (instead of 52.9% expected)
- Zuko's Exile1,317 games · 52.8 % (instead of 49.8% expected)
- Tiger-Dillo1,029 games · 56.9 % (instead of 54.3% expected)
- Avatar Destiny872 games · 52.3 % (instead of 49.9% expected)
Cards it wins less with
- White Lotus Reinforcements943 games · 49.2 % (instead of 55.6% expected)
- Toph, the First Metalbender886 games · 49.4 % (instead of 53.5% expected)
- First-Time Flyer973 games · 51.2 % (instead of 54.9% expected)
Where it is played
B/G · 27 %G/R · 26 %
Played in 3.3% 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.




