Fanatical Firebrand
Common · Creature — Goblin Pirate
5.0PlayableRank 176 of 271
52.4%Rank 202 of 274 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 solid playable that rarely gets cut (5.0/10).
Why. A 1-mana 1/1 with haste that sacrifices itself to deal 1 damage to any target. It kills a small blocker, finishes a wounded creature or pings the opponent.
Risks. A 1/1 matters little once the ground slows down, and it usually trades itself for one damage.
In the draft. A late-pack pick for an aggressive red deck. Take it for the curve rather than the impact.
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 : -2.5 win-rate points
Its place in the set
- Common: rank 46 of 90
- Red: rank 25 of 43
- Cost 1: rank 19 of 28
- Average pick: 10.1 (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 copy54.4 % · 50,277 games
- 2 copies53.3 % · 12,956 games
- 3 copies54.7 % · 2,047 games
- 4 copies or more52.4 % · 317 games
Win rate since the set came out (card in hand)
- First two weeks52.9 % · 20,493 games
- Next two weeks53.4 % · 8,426 games
- After that51.1 % · 1,193 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
- Exsanguinate335 games · 51.0 % (instead of 48.5% expected)
- Juggernaut2,009 games · 52.7 % (instead of 50.7% expected)
- Secluded Courtyard279 games · 50.9 % (instead of 48.9% expected)
- Nine-Lives Familiar2,041 games · 54.0 % (instead of 52.3% expected)
Cards it wins less with
- Seismic Rupture1,144 games · 47.8 % (instead of 50.7% expected)
- Ruby, Daring Tracker4,519 games · 53.0 % (instead of 55.4% expected)
- Armasaur Guide2,084 games · 49.2 % (instead of 51.7% expected)
Where it is played
R/W · 63 %B/R · 46 %
Played in 8.3% 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.




