Fire-Rim Form
Common · Enchantment — Aura
4.8WeakRank 191 of 271
52.9%Rank 219 of 274 by win rate, card in hand · set average: 56.0%
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 (4.8/10).
Why. A two-mana Aura with flash: when it enters, the enchanted creature gains first strike until end of turn, and it gets +2/+0 for as long as the Aura stays. In combat it wins a surprise trade, then stays stronger.
Risks. You risk a two-for-one if the opponent responds with removal. An Aura needs a creature.
In the draft. A card for aggressive red-white decks. Take it late, after creatures and removal.
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 : -2.6 win-rate points
Its place in the set
- Common: rank 49 of 91
- Red: rank 24 of 34
- Cost 2: rank 46 of 65
- Average pick: 11.8 (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 copy55.0 % · 17,114 games
- 2 copies53.6 % · 2,336 games
- 3 copies50.9 % · 169 games
Win rate since the set came out (card in hand)
- First two weeks53.4 % · 3,845 games
- Next two weeks52.4 % · 3,084 games
- After that52.9 % · 1,106 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
- All-Out Assault966 games · 59.1 % (instead of 55.6% expected)
- Neriv, Heart of the Storm650 games · 58.3 % (instead of 55.0% expected)
- Windcrag Siege2,233 games · 59.0 % (instead of 56.6% expected)
- Defibrillating Current1,684 games · 56.0 % (instead of 53.9% expected)
Cards it wins less with
- Sibsig Appraiser1,322 games · 48.4 % (instead of 55.9% expected)
- Runescale Stormbrood // Chilling Screech1,077 games · 47.8 % (instead of 53.8% expected)
- Focus the Mind1,179 games · 48.1 % (instead of 53.8% 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.




