True Ancestry

Uncommon · Sorcery — Lesson

Pick rating

5.7PlayableRank 131 of 281

Observed strength

54.9%Rank 156 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 (5.7/10).

Why. A two-mana sorcery that returns a permanent card from your graveyard to your hand and creates a Clue token. You get back a creature or land, and the Clue replaces the card. It is steady value.

Risks. With no good target in the graveyard it is just a slow Clue. It does nothing to the board and runs slowly in a deck without an active graveyard.

In the draft. A value card for a slower green deck. Take it mid-pack, after your creatures and removal.

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 game54.9 %(set average : 56.2 %)
Card in the opening hand51.5 %(set average : 55.4 %)
Card drawn during the game57.2 %(set average : 56.8 %)

Gap when it is drawn, against the games where it is not : +0.8 win-rate points

How often it ends up in the deck once drafted by a strong player (not a win rate)79.0 %(set average : 61.0 %)

Its place in the set

  • Uncommon: rank 52 of 110
  • Green: rank 17 of 39
  • Cost 2: rank 34 of 74
  • Average pick: 5.8 (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.

8,095 games56.1 %(all pairs : 55.3 %)
7,518 games57.2 %(all pairs : 55.3 %)
7,365 games56.3 %(all pairs : 55.3 %)
6,104 games54.9 %(all pairs : 55.3 %)
5,790 games54.9 %(all pairs : 55.3 %)
2,788 games52.6 %(all pairs : 55.3 %)
1,728 games52.0 %(all pairs : 55.3 %)
1,365 games57.7 %(all pairs : 55.3 %)

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 hand54.9 %· 6,032 games
All players, card in hand55.6 %· 20,331 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)58.5 %(set average : 59.1 %)
Games on the draw, so drawing from the first turn (the deck holds the card)52.2 %(set average : 52.9 %)

Win rate by number of copies in the deck

  • 1 copy55.4 % · 41,334 games
  • 2 copies54.4 % · 3,907 games
  • 3 copies54.5 % · 209 games

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

  • First two weeks55.5 % · 10,727 games
  • Next two weeks55.7 % · 5,505 games
  • After that55.6 % · 4,099 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 · 31 %G/R · 30 %

Played in 8.1% of the decks of the set

Other cards of the same cost and colours

  • Badgermole Cub

    6. Badgermole Cub

    8.8
  • Great Divide Guide

    13. Great Divide Guide

    8.3
  • Earth King's Lieutenant

    20. Earth King's Lieutenant

    7.8
  • Hermitic Herbalist

    69. Hermitic Herbalist

    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.