Cecil, Dark Knight // Cecil, Redeemed Paladin
Rare · Legendary Creature — Human Knight // Legendary Creature — Human Knight
7.2Very goodRank 39 of 294
58.3%Rank 75 of 341 by win rate, card in hand · set average: 56.4%
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 (7.2/10).
Why. A one-mana 2/3 deathtouch that blocks or attacks like a wall nobody wants to face. When your life falls to half your starting total or less, it untaps and transforms into a lifelinker whose attacks make the other attackers indestructible.
Risks. Every point of damage it deals costs you that much life, blocking included. Played carelessly it puts you in danger by itself, especially against aggro.
In the draft. A very good early play in a black midrange or control deck. Riskier if you are already under pressure.
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 : +4.9 win-rate points
Its place in the set
- Rare: rank 13 of 74
- Black: rank 7 of 42
- Cost 1: rank 3 of 29
- Average pick: 2.4 (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 copy56.2 % · 27,071 games
- 2 copies54.7 % · 907 games
Win rate since the set came out (card in hand)
- First two weeks59.4 % · 6,570 games
- Next two weeks58.1 % · 4,413 games
- After that55.6 % · 1,348 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
- Noctis, Prince of Lucis312 games · 51.3 % (instead of 48.8% expected)
- Ninja's Blades1,931 games · 58.2 % (instead of 55.7% expected)
- Emet-Selch, Unsundered // Hades, Sorcerer of Eld834 games · 57.3 % (instead of 55.2% expected)
- Delivery Moogle1,966 games · 60.5 % (instead of 58.4% expected)
Cards it wins less with
- Warrior's Sword1,756 games · 53.5 % (instead of 55.9% expected)
- Call the Mountain Chocobo2,199 games · 54.5 % (instead of 56.5% 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.

