Chocobo Kick
Common · Sorcery
5.8PlayableRank 125 of 294
57.5%Rank 108 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).
Good playable that always makes the cut (5.8/10).
Why. A two-mana green removal sorcery: your creature deals damage equal to its power to an opposing creature, taking nothing back. With the kicker (return a land to hand) the damage doubles, which can kill even a big creature.
Risks. You need a creature with good power, or the spell does very little. The kicker costs you a land to replay. If your creature dies in response, the spell fizzles.
In the draft. A good common removal for green decks with big bodies. Take it high if you already have several powerful creatures.
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 : +3.1 win-rate points
Its place in the set
- Common: rank 25 of 90
- Green: rank 14 of 41
- Cost 2: rank 28 of 63
- Average pick: 5.4 (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 copy55.5 % · 98,167 games
- 2 copies56.9 % · 37,532 games
- 3 copies56.9 % · 7,085 games
- 4 copies or more57.7 % · 828 games
Win rate since the set came out (card in hand)
- First two weeks57.9 % · 40,812 games
- Next two weeks57.8 % · 23,741 games
- After that58.5 % · 7,458 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
- Cloud, Midgar Mercenary934 games · 62.2 % (instead of 57.7% expected)
Cards it wins less with
- Firion, Wild Rose Warrior978 games · 53.1 % (instead of 56.2% expected)
Where it is played
G/R · 70 %G/U · 70 %
Played in 19% 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.




