End-Blaze Epiphany
Rare · Instant
8.4Very goodRank 12 of 264
60.2%Rank 36 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).
One of the very best rares of the format (8.4/10).
Why. A flexible instant: X damage to a creature for X plus a red mana, then if it dies this turn you exile cards from the top of your library equal to its power and may play one of them until the end of your next turn. Removal with a scalable cost that can pay back a card.
Risks. It costs more than a fixed removal spell against big creatures. It does nothing against a creature with zero power, and the exiled card must be played before the end of your next turn.
In the draft. A solid red removal spell, take it early. It suits every red deck, since X adapts to the threat.
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 : +7.8 win-rate points
Its place in the set
- Rare: rank 6 of 61
- Red: rank 3 of 40
- Cost 1: rank 1 of 22
- Average pick: 2.8 (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.
splash
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 copy56.0 % · 26,570 games
- 2 copies58.5 % · 1,462 games
Win rate since the set came out (card in hand)
- First two weeks60.7 % · 8,702 games
- Next two weeks59.7 % · 2,816 games
- After that61.7 % · 1,082 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
- Impolite Entrance488 games · 53.1 % (instead of 48.0% expected)
- Heirloom Auntie2,903 games · 55.3 % (instead of 51.9% expected)
- Retched Wretch2,381 games · 57.4 % (instead of 54.0% expected)
- Hexing Squelcher1,272 games · 56.1 % (instead of 52.9% expected)
Cards it wins less with
- Flitterwing Nuisance1,469 games · 55.0 % (instead of 57.1% expected)
- Spiral into Solitude1,589 games · 54.1 % (instead of 55.9% expected)
- Assert Perfection2,266 games · 55.8 % (instead of 57.5% 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.



