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Furycalm Snarl card art
Live Play Data

Furycalm Snarl

Land · Marvel Super Heroes Commander (MSC)
20%
Live Inclusion
Times Brought
1185
Decks Running
592
Median Cast Turn
3.0
Drawn → Played
80%
Format

20% of tracked Boros-accessible Commander decks on Playgroup Live run Furycalm Snarl, and 80% of drawn copies reach the battlefield before the game ends.

Furycalm Snarl shows up in 20% of Boros-accessible Commander decks tracked on Playgroup Live, appearing in 592 of the 2948 distinct decks that have played a tracked game. For a conditional dual land that requires a Mountain or Plains reveal, that footprint reflects how reliably red-white shells can fulfill that condition.

The draw-to-play number is 80%: of 319 instances drawn across 1095 tracked games, the overwhelming majority reached the battlefield. Median first play lands on turn 3.0, with the mode at turn 1, pointing to a card that rewards opening-hand inclusion. Players who draw it play it the same turn they draw it 64% of the time. The remainder sits in hand briefly before being played, not held strategically.

The data is well-spread across 525 distinct players, with no single contributor accounting for more than a small fraction of instances. That breadth adds confidence to what we observe, even though Playgroup Live's dataset remains directional rather than exhaustive.

At a glance
  • 20% of tracked Boros-accessible Commander decks include Furycalm Snarl
  • 80% of drawn copies reach the battlefield before the game ends
  • T3.0 median first-play turn, with a mode of turn 1
  • 91% battlefield stickiness once the land enters play
  • 64% same-turn play rate when drawn
  • 525 distinct players have brought this card to a tracked game

First-cast turn

n=256
32%
T1
12%
T2
11%
T3
9%
T4
5%
T5
25%
T6-9
7%
T10+
Median 3.0 P25 1 · P75 6 · max 17
Cast same turn as drawn 64%

The "good card" funnel

1187 brought · 525 players
Brought to game
1187
Ever drawn
319
Reached battlefield
256
Still on board at game end
234
80%

Of 1187 Furycalm Snarls brought to games, 319 were drawn, 256 of those were played, and nearly all stayed on the battlefield through the end of the game.

≥ -5.0pp

Players who cast this card win 23% of the time (n=245) , vs 22% when it never left the library (n=761).

When players drew this card but left it in hand, they won 30% (n=59) — 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 +0.5pp; 95% confidence interval -5.0pp to +6.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

352 instances
2.8%
Library
66.5%
Battlefield
11.9%
Graveyard
5.4%
Exile

Most observed Furycalm Snarl copies finish the game on the battlefield, a strong result for a land and consistent with its 91% stickiness rate.

Commanders that played this card

in tracked games

Captain America, Cloud, and Quintorius each lead in raw deck count, with all top entries sharing red and white, the color pair this Snarl is built to support.

Frequently Asked

How often is Furycalm Snarl drawn in a Commander game?
Across 1095 tracked games where Furycalm Snarl was in the deck, it was drawn 27% of the time. That is consistent with singleton baseline draw rates in a 100-card deck. Of the 319 instances that reached a hand, 80% were played before the game ended.
What turn does Furycalm Snarl typically hit the battlefield?
Median first-play turn is 3.0, and the most common single turn is turn 1, where a strong cluster of plays occurs from opening hands. The P25-to-P75 range runs turns 1 through 6, meaning early draws are common but plenty of copies arrive mid-game. The 64% same-turn play rate confirms players rarely hold it voluntarily once it's in hand.
Does playing Furycalm Snarl correlate with winning?
The cast-versus-library win-rate delta is small on the current data, and the lower bound of its confidence interval crosses zero. That means we cannot draw a firm conclusion. What the data does show is that the card resolves and stays on the battlefield 91% of the time once played, so it is not a liability in terms of being disrupted.
Which commanders most often pair with Furycalm Snarl?
Captain America, Team Leader leads the top-commanders chart, followed by Cloud, Ex-SOLDIER and Quintorius, History Chaser. All three include red and white, which is a prerequisite for the Snarl's enter-untapped trigger. Boros (RW) and Naya (GRW) commanders dominate the list, which is exactly what you would expect for a Mountain-and-Plains dual.
Is Furycalm Snarl legal in competitive formats?
Furycalm Snarl is legal in Commander, Legacy, Modern, Pioneer, Vintage, Historic, Timeless, Duel Commander, Brawl, Oathbreaker, and Gladiator. It is not legal in Standard, Pauper, Pauper Commander, or Premodern. It faces no bans in any format where it is currently legal.
How concentrated is this card's data among individual players?
The data is well-distributed. 525 distinct players have brought Furycalm Snarl to a tracked game, and no single player accounts for more than a small fraction of all instances. That spread is a healthy sign for the reliability of what we observe, though the dataset remains directional given Playgroup Live's current scale.