Howlsquad Heavy
Rare · Creature — Goblin Mercenary
8.5BombRank 11 of 271
61.8%Rank 10 of 273 by win rate, card in hand · set average: 55.7%
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).
One of the very best rares of the format (8.5/10).
Why. A Goblin factory for three mana: each combat you create a 1/1 red Goblin creature token that must attack that turn, and your other Goblins have haste. At max speed it taps for a red mana per Goblin you control.
Risks. Each token must attack the turn it is created and often dies alone into a blocker. Start your engines! only advances when an opponent loses life, and one removal spell shuts the production off.
In the draft. A good pick in red, especially in aggressive decks. It is best with other Goblins and cheap ways to make the opponent lose life.
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 : +8.9 win-rate points
Its place in the set
- Rare: rank 5 of 60
- Red: rank 2 of 38
- Cost 3: rank 2 of 63
- Average pick: 1.8 (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 copy56.4 % · 40,401 games
- 2 copies60.2 % · 1,868 games
Win rate since the set came out (card in hand)
- First two weeks62.1 % · 11,332 games
- Next two weeks60.5 % · 5,592 games
- After that61.8 % · 2,079 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
- Coalstoke Gearhulk1,435 games · 58.8 % (instead of 55.2% expected)
- Count on Luck1,115 games · 56.7 % (instead of 53.7% expected)
- Captain Howler, Sea Scourge3,115 games · 58.2 % (instead of 55.9% expected)
Cards it wins less with
- Plow Through2,853 games · 55.0 % (instead of 57.1% expected)
- Broadcast Rambler3,285 games · 54.3 % (instead of 56.5% expected)
- Ride's End4,561 games · 55.0 % (instead of 56.8% 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.




