Fear of Burning Alive
Uncommon · Enchantment Creature — Nightmare
6.4GoodRank 77 of 271
57.8%Rank 55 of 269 by win rate, card in hand · set average: 55.9%
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 (6.4/10).
Why. A six-mana 4/4 that deals 4 damage to the opponent on entering. With Delirium, any noncombat damage you deal to them, this one included, is repeated on one of their creatures: a removal spell and a finisher at once.
Risks. Six mana for a 4/4 without evasion. Without Delirium it is a body and 4 direct damage; the creature effect needs four card types in your graveyard.
In the draft. A good red finisher. Play it if your deck can fill the graveyard; otherwise stick to a single copy.
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 : +3.3 win-rate points
Its place in the set
- Uncommon: rank 34 of 100
- Red: rank 12 of 41
- Cost 6: rank 3 of 15
- Average pick: 3.9 (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 copy55.2 % · 95,388 games
- 2 copies56.9 % · 14,733 games
- 3 copies57.0 % · 1,017 games
Win rate since the set came out (card in hand)
- First two weeks57.8 % · 25,875 games
- Next two weeks56.8 % · 15,332 games
- After that57.7 % · 5,408 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
- Grievous Wound296 games · 50.3 % (instead of 45.0% expected)
- Unstoppable Slasher4,692 games · 58.7 % (instead of 56.6% expected)
- The Wandering Rescuer1,504 games · 58.1 % (instead of 56.2% expected)
Cards it wins less with
- Meat Locker // Drowned Diner7,447 games · 51.2 % (instead of 54.9% expected)
- Ghostly Dancers2,786 games · 54.9 % (instead of 58.4% expected)
- Central Elevator // Promising Stairs1,296 games · 46.9 % (instead of 50.3% expected)
Where it is played
G/R · 36 %B/R · 30 %
Played in 11% 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.


