Howlsquad Heavy card art

Howlsquad Heavy

Creature — Goblin Mercenary MV 3

Tracked across real Commander games played through TurnZero HQ.

What it does

Start your engines!

Other Goblins you control have haste.

At the beginning of combat on your turn, create a 1/1 red Goblin creature token. That token attacks this combat if able.

Max speed — T: Add for each Goblin you control.

Combos with Howlsquad Heavy

Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.

Showing the 8 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

7 official rulings, in the order Wizards published them.

  • 2025-02-07

    A player “has max speed” if their speed is 4.

  • 2025-02-07

    Mana abilities don’t use the stack, which means that they can’t be responded to. Notably, this means that a player can’t respond to this creature’s last ability by destroying one of your Goblins.

  • 2025-02-07

    “Max speed — [ability]” means “As long as you have max speed, this object has [ability].” If the granted ability functions in a zone other than the battlefield, the max speed ability does too.

  • 2025-02-07

    Each player tracks their speed (or lack thereof) separately. Increasing your speed has no effect on whether another player has speed.

  • 2025-02-07

    If an effect needs to know what a player’s speed is and that player doesn’t have a speed, their speed is considered 0.

  • 2025-02-07

    Your speed doesn’t change until a spell or ability says so, such as the inherent triggered ability that cares about opponents losing life during your turn. Notably, losing control of permanents with start your engines! doesn’t affect your speed.

  • 2025-02-07

    Start your engines! isn’t a triggered ability. Increasing your speed to 1 is something that happens as a state-based action as soon as you control a permanent with the ability. Notably, this includes gaining control of a permanent with the ability that another player controls.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Howlsquad Heavy, whatever its commander.

Decks running it 5
Games played 2
Win rate Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Krenko, Mob Boss 2 2
Zada, Hedron Grinder 2 0

Colors it shows up in

  • Mono-Red 4 decks

Every version of Howlsquad Heavy

7 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Howlsquad Heavy — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.