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Furycalm Snarl card art
Live Play Data

Furycalm Snarl

Land · Marvel Super Heroes Commander (MSC)
20%
Live Inclusion
Times Brought
744
Decks Running
376
Median Cast Turn
3
Drawn → Played
82%
Format

Furycalm Snarl appears in 20% of tracked Red-White decks on Playgroup Live, and 82% of drawn copies reach the battlefield, with a median first-cast turn of 3.

Furycalm Snarl is a Boros staple land that shows up in 20% of Commander decks tracked in live play on Playgroup Live. Across 686 multiplayer games, it appeared in 376 of 1881 distinct tracked decks.

The card's mechanics reward early hand selection: revealing a Mountain or Plains on entry lets it enter untapped, making it function like a dual land in the right opening hand. That design shows up in the data. Median first cast lands on turn 3, and the mode is turn 1, meaning a sizable cluster of copies hit the battlefield in the very first turn of the game as part of an opening hand keep. Of drawn copies, 82% were played before the game ended, which is high for a land and reflects how quickly players prioritize mana fixing.

Furycalm Snarl's reach is broad. 343 distinct players have brought it to a tracked game, and the single heaviest contributor accounts for only 26% of total instances, a sign the data is well-spread across the community rather than skewed by one prolific pilot.

At a glance
  • 20% of tracked Commander decks include Furycalm Snarl
  • 82% of drawn copies were played before the game ended
  • T3 median first-cast turn, with mode on turn 1
  • 91% battlefield stickiness once the land enters play
  • 343 distinct players have brought this card to a tracked game

First-cast turn

n=159
32%
T1
14%
T2
9%
T3
6%
T4
4%
T5
26%
T6-9
8%
T10+
Median 3 P25 1 · P75 7 · max 17
Cast same turn as drawn 64%

The "good card" funnel

746 brought · 343 players
Brought to game
746
Ever drawn
193
Reached battlefield
159
Still on board at game end
145
82%

Of 746 copies brought to tracked games, 193 were drawn, 159 of those were played, and the overwhelming majority remained on the battlefield through end of game.

≥ -11.4pp

Players who cast this card win 17% of the time (n=157) , vs 23% when it never left the library (n=495).

When players drew this card but left it in hand, they won 30% (n=33) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.

Observed gap -5.1pp; 95% confidence interval -11.4pp to +1.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

213 instances
2.8%
Library
68.1%
Battlefield
10.8%
Graveyard
6.1%
Exile

The vast majority of Furycalm Snarls end games on the battlefield, which is exactly where a land should be: played early, producing mana throughout the game, and rarely bounced or destroyed.

Commanders that played this card

in tracked games

The commander spread is wide, spanning Boros, Jeskai, Naya, and Mardu shells, reflecting that any Red-White commander can slot this land in as a flexible dual.

Frequently Asked

How often is Furycalm Snarl drawn in a Commander game?
Across 686 tracked multiplayer games where Furycalm Snarl was in the deck, it was drawn 26% of the time. That is a typical draw rate for a singleton land in a 100-card deck. Of the 193 copies that reached a player's hand, 82% were played before the game ended.
What turn does Furycalm Snarl usually get played?
Median first-cast turn is 3, but the distribution has a strong early spike. The single most common turn is turn 1, reflecting copies kept in opening hands and played immediately. The interquartile range sits roughly between turns 1 and 6, so while most copies land early, there is a long tail of late-game plays as well.
How quickly do players play Furycalm Snarl after drawing it?
Of observed drawn-and-cast instances, 64% were played on the same turn they were drawn. The median turns held before playing is 0. This is consistent with how players treat mana-fixing lands: when the land is needed for color fixing, it goes down immediately. When the game ends before the player has a chance, the copy stays in hand.
Is Furycalm Snarl legal in Commander?
Yes. Furycalm Snarl is legal in Commander, as well as Legacy, Modern, Pioneer, Vintage, Historic, and several other formats. It is not legal in Standard, Pauper, or Pauper Commander, primarily due to rarity restrictions in those formats. In Commander, its Red-White color identity limits it to decks with both colors in their commander's identity.
Which commanders most commonly pair with Furycalm Snarl?
Quintorius, History Chaser leads the tracked pairings by raw deck count, followed by Captain America, Team Leader and Cloud, Ex-SOLDIER. The spread across commanders is wide, reaching Boros, Naya, Jeskai, and Mardu shells alike. Any commander whose color identity includes both Red and White is a natural home, which is why the distribution is so broad.
Does playing Furycalm Snarl correlate with winning?
In multiplayer pods, the win rate when this card was cast is 17% across 157 observations, compared to 23% across 495 participations where it stayed in the library. The gap is directional but the confidence interval spans zero, so treat it as an early signal rather than a proven effect. Furycalm Snarl is a mana-fixing role-player, not a win condition; its presence in the deck reflects deck-building philosophy more than in-game impact.