Firebending Lesson
Common · Instant — Lesson
6.4GoodRank 80 of 281
58.2%Rank 57 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).
Good playable that always makes the cut (6.4/10).
Why. A one-mana removal that deals 2 damage to a creature, or 5 damage for five mana total when kicked. That flexibility keeps it useful from the opening turns to the late game, and it is a Lesson for the synergies.
Risks. Two damage does not kill much, and the five-mana kicked version is expensive. High-toughness creatures escape it, and it can't hit players.
In the draft. A decent common removal in a red deck. Take it after the better removal, but look for a few copies.
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 : +3.3 win-rate points
Its place in the set
- Common: rank 1 of 91
- Red: rank 9 of 40
- Cost 1: rank 8 of 26
- Average pick: 3.9 (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 copy55.8 % · 82,714 games
- 2 copies57.3 % · 34,223 games
- 3 copies58.7 % · 8,756 games
- 4 copies or more62.0 % · 1,889 games
Win rate since the set came out (card in hand)
- First two weeks58.7 % · 35,725 games
- Next two weeks58.8 % · 18,563 games
- After that58.4 % · 13,417 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
- The Spirit Oasis1,947 games · 52.1 % (instead of 49.5% expected)
- Crescent Island Temple2,432 games · 52.5 % (instead of 50.1% expected)
Cards it wins less with
- White Lotus Reinforcements2,105 games · 52.0 % (instead of 57.1% expected)
- Earth King's Lieutenant1,195 games · 52.9 % (instead of 57.9% expected)
Where it is played
G/R · 64 %R/U · 64 %
Played in 22% 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.



