Squall, SeeD Mercenary
Rare · Legendary Creature — Human Knight Mercenary
6.6GoodRank 76 of 294
57.7%Rank 97 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 (6.6/10).
Why. A 3/4 that gives double strike to a creature attacking alone, itself included. When it deals combat damage to a player, it returns a permanent card with mana value three or less from your graveyard to the battlefield.
Risks. It is a white-black gold card, and its bonus only works when you attack with a single creature. The opponent can simply block or kill it.
In the draft. A good white-black card, taken fairly high. You need enough cheap permanents to rebuy, and enough defense to hold the ground.
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 : +5.5 win-rate points
Its place in the set
- Rare: rank 23 of 74
- Multicolour: rank 16 of 41
- Cost 4: rank 15 of 51
- Average pick: 2.5 (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.
splash
splash
splash
splash
splash
splash
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 copy54.8 % · 22,815 games
- 2 copies59.1 % · 1,015 games
Win rate since the set came out (card in hand)
- First two weeks59.9 % · 5,499 games
- Next two weeks58.1 % · 3,581 games
- After that57.5 % · 1,133 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 Darkness Crystal742 games · 56.6 % (instead of 52.8% expected)
- Kain, Traitorous Dragoon371 games · 54.2 % (instead of 51.1% expected)
- Shambling Cie'th1,911 games · 55.2 % (instead of 52.2% expected)
Cards it wins less with
- Scorpion Sentinel1,440 games · 50.8 % (instead of 54.8% expected)
- Combat Tutorial1,884 games · 52.3 % (instead of 55.9% expected)
- Syncopate1,271 games · 51.8 % (instead of 55.3% 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.




