Fire Nation Raider
Common · Creature — Human Soldier
2.0WeakRank 266 of 281
50.4%Rank 265 of 279 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).
Not good filler and often gets cut (2.0/10).
Why. A 4/2 for four that creates a Clue token with Raid if you attacked this turn. It gives you a body and a delayed draw when one of your creatures has already attacked.
Risks. Two toughness makes it fragile, and you must attack before casting it to get the Clue. It costs four mana for a middling effect.
In the draft. Red filler for an aggressive deck. Take it late in a pack; it is not worth a high 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.
Gap when it is drawn, against the games where it is not : -2.9 win-rate points
Its place in the set
- Common: rank 84 of 91
- Red: rank 38 of 40
- Cost 4: rank 47 of 52
- Average pick: 11.5 (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 copy52.7 % · 15,948 games
- 2 copies53.2 % · 3,044 games
- 3 copies49.8 % · 245 games
Win rate since the set came out (card in hand)
- First two weeks51.8 % · 5,882 games
- Next two weeks50.1 % · 1,622 games
- After that50.8 % · 1,220 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
- Zuko, Conflicted1,096 games · 51.6 % (instead of 47.5% expected)
- Jet's Brainwashing1,466 games · 54.7 % (instead of 50.9% expected)
- Solstice Revelations1,471 games · 53.2 % (instead of 49.7% expected)
- Azula, On the Hunt1,352 games · 54.7 % (instead of 51.6% expected)
Cards it wins less with
- Aang's Journey1,922 games · 48.2 % (instead of 51.6% expected)
- Sokka, Bold Boomeranger727 games · 47.3 % (instead of 50.3% expected)
- Dragonfly Swarm1,810 games · 50.3 % (instead of 53.2% 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.




