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Furycalm Snarl card art
Live Play Data

Furycalm Snarl

Land · Marvel Super Heroes Commander (MSC)
19%
Live Inclusion
Times Brought
1696
Decks Running
814
Median Cast Turn
3.0
Drawn → Played
79%
Format

19% of tracked Boros-accessible Commander decks on Playgroup Live run Furycalm Snarl, and 79% of drawn copies reach the battlefield before the game ends.

Furycalm Snarl shows up in 19% of Boros-accessible Commander decks tracked on Playgroup Live, appearing in 814 of the 4292 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 79%: of 423 instances drawn across 1576 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 61% of the time. The remainder sits in hand briefly before being played, not held strategically.

The data is well-spread across 705 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
  • 19% of tracked Boros-accessible Commander decks include Furycalm Snarl
  • 79% 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
  • 61% same-turn play rate when drawn
  • 705 distinct players have brought this card to a tracked game

First-cast turn

n=336
29%
T1
12%
T2
10%
T3
10%
T4
6%
T5
26%
T6-9
7%
T10+
Median 3.0 P25 1 · P75 6 · max 17
Cast same turn as drawn 61%

The "good card" funnel

1698 brought · 705 players
Brought to game
1698
Ever drawn
423
Reached battlefield
336
Still on board at game end
307
79%

Of 1698 Furycalm Snarls brought to games, 423 were drawn, 336 of those were played, and nearly all stayed on the battlefield through the end of the game.

≥ -3.2pp

Players who cast this card win 25% of the time (n=322) , vs 23% when it never left the library (n=1077).

When players drew this card but left it in hand, they won 28% (n=80) — 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 +1.7pp; 95% confidence interval -3.2pp to +6.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

471 instances
3.2%
Library
65.2%
Battlefield
13.2%
Graveyard
4.5%
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.

Card text
Furycalm Snarl card

Furycalm Snarl

Land
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}.
Marvel Super Heroes Commander (MSC) · Rare · Illustrated by Pablo Mendoza

Frequently Asked

How often is Furycalm Snarl drawn in a Commander game?
Across 1576 tracked games where Furycalm Snarl was in the deck, it was drawn 25% of the time. That is consistent with singleton baseline draw rates in a 100-card deck. Of the 423 instances that reached a hand, 79% 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 61% 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. 705 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.