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Part of Final Fantasy
·
Legendary Creature — Human Knight Mercenary
·
Final Fantasy (FIN)
Card Preview
Squall, SeeD Mercenary
0%
Decklist Inclusion
Times Brought
188
Decks Running
92
In Decks
567
Decklist Inclusion
0%
Format
Card text
Squall, SeeD Mercenary
Legendary Creature — Human Knight Mercenary
Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
3 / 4
Final Fantasy (FIN)
·
Rare
·
Illustrated by Yuu Fujiki
Final zone distribution
69 instances49.3%
Battlefield
18.8%
Graveyard
5.8%
Exile
17.4%
Hand
Commanders that played this card
in tracked games-
1
Jin Sakai, Ghost of Tsushima
19 decks
-
2
Squall, SeeD Mercenary
17 decks
-
3
Terra, Herald of Hope
13 decks
-
4
Noctis, Heir Apparent
7 decks
-
5
Ardbert, Warrior of Darkness
6 decks
-
6
Eriette of the Charmed Apple
3 decks
-
7
Sidar Jabari of Zhalfir
3 decks
-
8
Cecil, Dark Knight // Cecil, Redeemed Paladin
2 decks
-
9
Celes, Rune Knight
2 decks
-
10
Isshin, Two Heavens as One
2 decks
The "good card" funnel
188 brought · 85 playersBrought to game
188
Ever drawn
40
Reached battlefield
28
Still on board at game end
34
Once cast, 50% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -19.6pp
Players who cast this card win 23% of the time (n=25) , vs 26% when it never left the library (n=118).
Observed gap -3.1pp; 95% confidence interval -19.6pp to +13.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=28
4%
T1
7%
T2
7%
T3
11%
T4
21%
T5
43%
T6-9
7%
T10+
Median
5.5
P25
4
· P75
8
· max
12
On curve
29%
(3 / 28 cast on T4)
Cast same turn as drawn
30%
28 of 100 times cast
28%
Full analysis unlocks as more games are tracked. Stats refresh nightly.
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 660,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.