Collective Inferno
Rare · Enchantment
4.1WeakRank 226 of 264
48.6%Rank 258 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).
A good playable, but is sometimes cut (4.1/10).
Why. An enchantment with convoke that doubles all damage dealt by your sources of the chosen creature type. In a deck attacking with many creatures of one type, the effect is strong.
Risks. It does nothing without a solid base of creatures of the right type, and it costs a lot. It does not answer opposing creatures either.
In the draft. A build-around. Take it only if your deck already has a shared type and plenty of creatures.
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 : -1.9 win-rate points
Its place in the set
- Rare: rank 61 of 61
- Red: rank 33 of 40
- Cost 5: rank 28 of 32
- Average pick: 6.2 (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 copy50.2 % · 6,971 games
- 2 copies51.3 % · 230 games
Win rate since the set came out (card in hand)
- First two weeks50.2 % · 2,223 games
- Next two weeks46.6 % · 656 games
- After that50.8 % · 240 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
- Blood Crypt531 games · 55.6 % (instead of 48.2% expected)
- Graveshifter722 games · 56.8 % (instead of 49.8% expected)
- Champion of the Weird672 games · 56.4 % (instead of 50.3% expected)
- Gnarlbark Elm619 games · 54.1 % (instead of 48.2% expected)
Cards it wins less with
- Noggle Robber617 games · 44.4 % (instead of 50.4% expected)
- Eclipsed Realms566 games · 43.8 % (instead of 49.6% expected)
- Aquitect's Defenses363 games · 43.3 % (instead of 48.5% 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.




