Flare of Malice
Rare · Instant
6.5GoodRank 81 of 302
56.7%Rank 82 of 298 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 very good rare of the format (6.5/10).
Why. A four-mana instant where each opponent sacrifices the creature or planeswalker with the greatest mana value. It is reliable removal against threats you cannot target, and it can even be free by sacrificing a nontoken black creature.
Risks. It hits the highest mana value, not necessarily the best threat: the opponent can shield it with a more expensive creature, and picks on ties. The alternative cost costs you a card.
In the draft. A good black removal for decks that want to hit the biggest threats. Take it fairly high; it is best against decks with a single big 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 : +4.3 win-rate points
Its place in the set
- Rare: rank 28 of 78
- Black: rank 12 of 42
- Cost 4: rank 8 of 39
- Average pick: 3.8 (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.
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 copy54.0 % · 22,507 games
- 2 copies54.5 % · 1,323 games
Win rate since the set came out (card in hand)
- First two weeks56.5 % · 5,562 games
- Next two weeks56.1 % · 3,446 games
- After that56.9 % · 1,298 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
- Toxic Deluge2,333 games · 58.3 % (instead of 53.8% expected)
- Deep Analysis2,575 games · 56.8 % (instead of 52.6% expected)
- Quest for the Necropolis2,261 games · 52.9 % (instead of 49.0% expected)
- Emrakul's Messenger2,226 games · 57.0 % (instead of 53.1% expected)
Cards it wins less with
- Ripples of Undeath159 games · 39.0 % (instead of 45.1% expected)
- Perilous Landscape1,289 games · 48.4 % (instead of 54.6% expected)
- Hexgold Slith1,463 games · 50.5 % (instead of 55.4% 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.




