New Generation's Technique
Uncommon · Sorcery
4.5WeakRank 147 of 190
52.8%Rank 151 of 184 by win rate, card in hand · set average: 57.7%
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 (4.6/10).
Why. A ramp sorcery: two basic lands onto the battlefield tapped, for four mana, or three with Sneak. It helps you reach your big cards and fix your colours.
Risks. No direct effect on the board and slow: casting it on turn four does not advance your game against an aggressive opponent.
In the draft. Only playable in slow green decks with expensive cards to cast. Take it late, and do not build your deck around it.
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 : +1.7 win-rate points
Its place in the set
- Uncommon: rank 48 of 55
- Green: rank 20 of 27
- Cost 4: rank 23 of 32
- Average pick: 8.9 (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 % · 5,973 games
- 2 copies54.7 % · 472 games
Win rate since the set came out (card in hand)
- First two weeks53.0 % · 1,892 games
- Next two weeks57.3 % · 932 games
- After that49.6 % · 117 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
- Henchbots404 games · 55.9 % (instead of 48.2% expected)
- Krang, Utrom Warlord490 games · 55.7 % (instead of 48.8% expected)
- Punk Frogs411 games · 52.8 % (instead of 47.4% expected)
- April, Reporter of the Weird292 games · 49.7 % (instead of 45.6% expected)
Cards it wins less with
- Shredder, Unrelenting487 games · 46.8 % (instead of 52.6% expected)
- Pain 101358 games · 45.3 % (instead of 50.6% expected)
- Karai, Future of the Foot400 games · 49.0 % (instead of 54.2% expected)
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.




