Burning Curiosity
Common · Sorcery
2.0WeakRank 245 of 264
51.6%Rank 226 of 264 by win rate, card in hand · set average: 55.7%
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).
Not good filler and often gets cut (2.0/10).
Why. A sorcery that exiles the top two cards of your library, or three if you pay blight 1 as an additional cost, and lets you play them until the end of your next turn. Card advantage, if your mana keeps up.
Risks. If you cannot play the exiled cards by the end of your next turn, they are lost. It does nothing on the board and depends on what you exile.
In the draft. A fair value play in red. A middling pick, better in a low-curve deck that can use the cards quickly.
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 : -0.1 win-rate points
Its place in the set
- Common: rank 72 of 81
- Red: rank 36 of 40
- Cost 3: rank 61 of 66
- Average pick: 10.2 (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 copy52.3 % · 38,022 games
- 2 copies51.7 % · 5,144 games
- 3 copies49.3 % · 288 games
Win rate since the set came out (card in hand)
- First two weeks51.6 % · 13,272 games
- Next two weeks53.3 % · 4,954 games
- After that52.8 % · 1,780 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
- Dream Harvest718 games · 52.2 % (instead of 47.6% expected)
- Champion of the Weird4,637 games · 56.4 % (instead of 52.3% expected)
- Luminollusk1,339 games · 52.3 % (instead of 48.3% expected)
- Shimmerwilds Growth1,360 games · 51.9 % (instead of 48.0% expected)
Cards it wins less with
- Bloodline Bidding1,679 games · 51.0 % (instead of 53.6% expected)
- Mirrorform653 games · 49.2 % (instead of 51.4% expected)
- Disruptor of Currents1,431 games · 52.5 % (instead of 54.4% expected)
Where it is played
B/R · 43 %R/W · 32 %
Played in 8.5% 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.




