Shared Roots
Uncommon · Sorcery — Lesson
4.8WeakRank 202 of 281
54.3%Rank 175 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 playable that rarely gets cut (4.8/10).
Why. A ramp sorcery: for two mana you fetch a basic land and put it onto the battlefield tapped. It fixes your colours and speeds you toward your five- and six-drops. It is also a Lesson, which feeds cards that count them.
Risks. It does nothing on the board: if you are under pressure or lack powerful top-end, you spent a card and a turn for a land. No card advantage, just delayed tempo.
In the draft. Playable in a green deck with a top-heavy curve and Lesson payoffs. A late pick; never take it over a good creature.
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 : +1.3 win-rate points
Its place in the set
- Uncommon: rank 80 of 110
- Green: rank 28 of 39
- Cost 2: rank 63 of 74
- Average pick: 5.5 (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 copy54.3 % · 33,421 games
- 2 copies54.3 % · 4,138 games
- 3 copies48.5 % · 334 games
Win rate since the set came out (card in hand)
- First two weeks54.8 % · 9,083 games
- Next two weeks55.9 % · 4,810 games
- After that54.2 % · 3,462 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
- Fatal Fissure248 games · 58.5 % (instead of 47.6% expected)
- Zuko, Exiled Prince1,674 games · 56.0 % (instead of 52.3% expected)
Cards it wins less with
- Elemental Teachings169 games · 39.6 % (instead of 43.3% expected)
- Water Tribe Captain2,908 games · 52.1 % (instead of 55.4% expected)
- Jeong Jeong's Deserters2,853 games · 52.6 % (instead of 55.3% expected)
Where it is played
G/R · 33 %G/U · 33 %
Played in 6.9% 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.




