Blazing Crescendo

Common · Instant

Pick rating

4.6WeakRank 211 of 280

Observed strength

51.8%Rank 227 of 271 by win rate, card in hand · set average: 56.2%

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 (4.6/10).

Why. A two-mana instant: +3/+1 to a creature, plus you exile the top card of your library and may play it until the end of your next turn. It wins a combat and adds a little value.

Risks. Vulnerable to removal in response, and the exiled card is lost if you can't play it in time. You need a creature that matters.

In the draft. A plain combat trick. It only earns a slot in an aggressive red deck. Late pick.

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.

Card in hand at some point in the game51.8 %(set average : 56.2 %)
Card in the opening hand51.0 %(set average : 54.8 %)
Card drawn during the game52.3 %(set average : 57.0 %)

Gap when it is drawn, against the games where it is not : -0.2 win-rate points

Its place in the set

  • Common: rank 43 of 81
  • Red: rank 31 of 40
  • Cost 2: rank 67 of 82
  • Average pick: 11.6 (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.

2,916 games54.1 %(all pairs : 52.5 %)
2,636 games51.8 %(all pairs : 52.5 %)
1,979 games52.1 %(all pairs : 52.5 %)
1,864 games52.4 %(all pairs : 52.5 %)
238 games59.2 %(all pairs : 52.5 %)
147 games46.9 %(all pairs : 52.5 %)
128 games43.0 %(all pairs : 52.5 %)
119 games43.7 %(all pairs : 52.5 %)

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.

Strong players (diamond and mythic ranks), card in hand50.3 %· 477 games
All players, card in hand52.0 %· 4,817 games

Win rate on the play and on the draw

Games on the play (the deck holds the card)55.6 %(set average : 57.7 %)
Games on the draw, so drawing from the first turn (the deck holds the card)49.4 %(set average : 53.1 %)

Win rate by number of copies in the deck

  • 1 copy52.6 % · 8,588 games
  • 2 copies51.7 % · 1,546 games
  • 3 copies55.3 % · 159 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

Cards it wins less with

Other cards of the same cost and colours

  • Stingcaster Mage

    13. Stingcaster Mage

    8.3
  • Master of Barbs

    30. Master of Barbs

    7.4
  • Solitary Cell

    40. Solitary Cell

    7.2
  • Stingerquill Charm

    48. Stingerquill Charm

    7.0

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.