Killian's Confidence
Uncommon · Sorcery
6.4GoodRank 75 of 266
56.5%Rank 126 of 319 by win rate, card in hand · set average: 56.3%
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 two-mana sorcery that gives a creature +1/+1 and draws a card, so it replaces itself. When your creatures deal combat damage to a player, you pay one mana to return it to your hand and cast it again.
Risks. The +1/+1 bonus is tiny and doesn't replace removal. The recursion needs combat damage to a player, so it only works when your attacks are getting through.
In the draft. A glue card for aggressive white-black decks, good with Repartee creatures. Take it after your quality 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 : -0.1 win-rate points
Its place in the set
- Uncommon: rank 20 of 100
- Multicolour: rank 25 of 77
- Cost 2: rank 18 of 69
- 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.
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 copy57.1 % · 34,724 games
- 2 copies58.2 % · 5,995 games
- 3 copies52.5 % · 263 games
Win rate since the set came out (card in hand)
- First two weeks57.5 % · 9,782 games
- Next two weeks56.7 % · 5,261 games
- After that56.9 % · 3,156 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
- Biblioplex Tomekeeper238 games · 53.8 % (instead of 48.8% expected)
- Skycoach Waypoint699 games · 55.2 % (instead of 53.8% expected)
Cards it wins less with
- Fields of Strife3,870 games · 51.8 % (instead of 58.0% expected)
- Ulna Alley Shopkeep894 games · 47.9 % (instead of 53.2% expected)
- Titan's Grave2,185 games · 51.5 % (instead of 56.4% expected)
Where it is played
B/W · 40 %
Played in 7.5% 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.




