Furycalm Snarl
Furycalm Snarl appears in 6% of tracked Commander decks — almost exclusively Boros and three-color red-white shells — and when drawn, 79% of those copies are played before the game ends.
Furycalm Snarl is a color-gated dual land that earns its slot in red-white Commander decks by entering untapped whenever its controller can reveal a Mountain or Plains from their hand. Across 139 tracked games on Playgroup Live, it sits in 6% of all decks — a narrow but consistent footprint shaped entirely by color identity.
The draw-to-play rate tells the core story: 79% of drawn copies are cast before the game ends, one of the higher rates you'll see for a land that has a real downside condition. Median first-cast turn is 3, and 57% of the time players play it the same turn they drew it, suggesting the untapped condition is met more often than not. The remaining copies that sit in hand for a turn or two likely reflect early hands without a basic Mountain or Plains to reveal.
The win-rate delta is worth noting as an early signal. Decks in which Furycalm Snarl stayed in the library won at a 36.9% clip, while decks that actually cast it won at 25.8%. With only 31 cast-instances and 111 library-instances, this gap is directional rather than conclusive, and likely reflects broader deck-composition factors. Boros and Naya mana bases that include this land skew toward aggressive strategies where winning percentages are generally lower in a 4-player pod.
- 6% inclusion rate across all tracked Commander decks
- 79% of drawn Furycalm Snarls are played before the game ends
- T3 median first-cast turn across 31 observed casts
- 57% of casts happen the same turn the land was drawn
- 94% battlefield stickiness once the land hits play
- 102 distinct tracked decks include Furycalm Snarl
First-cast turn
n=42The "good card" funnel
203 broughtOf 149 Furycalm Snarls brought to games, 38 were drawn, 30 of those were cast, and 29 were still on the battlefield when the game ended — a clean 94% stickiness rate once it resolves.
Players who cast this card win 26% of the time (n=42) , vs 38% when it never left the library (n=151).
Final zone distribution
203 instances111 of 149 brought copies finished in the library, the expected outcome for a singleton land in a 100-card deck. The 29 copies that ended on the battlefield represent nearly every instance that was actually drawn and cast.
Top commanders running this card
by deck count-
1
Quintorius, History Chaser
37 decks
-
2
Éowyn, Shieldmaiden
15 decks
-
3
Ragost, Deft Gastronaut
12 decks
-
4
Terra, Herald of Hope
12 decks
-
5
Nelly Borca, Impulsive Accuser
10 decks
-
6
Lorehold, the Historian
7 decks
-
7
Pantlaza, Sun-Favored
7 decks
-
8
Cloud, Ex-SOLDIER
5 decks
-
9
Neyali, Suns' Vanguard
5 decks
-
10
Aurelia, the Law Above
4 decks
Quintorius, History Chaser commands 29 decks in the sample — nearly triple the next tier — making it the clearest home for Furycalm Snarl, while the remaining nine commanders range from 4 to 10 decks each.
How often is Furycalm Snarl drawn in a Commander game? ▾
In tracked games where Furycalm Snarl was in the deck, it was drawn in 25.5% of deck-participations. That is in line with what you would expect from a singleton in a 100-card deck. Of the 38 times it reached a player's hand, 30 of those instances were cast — a 79% draw-to-play rate.
What turn does Furycalm Snarl typically enter the battlefield? ▾
Median first-cast turn is 3, with a mean of 4.13. The distribution shows a cluster in turns 1 through 2 (14 of 31 casts), which maps to opening-hand copies where the untapped condition is easiest to satisfy. A secondary cluster around turns 5 and 6 likely reflects copies drawn in the mid-game.
Does having Furycalm Snarl in play correlate with winning? ▾
So far, decks that cast it won 25.8% of the time (8 of 31 instances), versus 36.9% when it stayed in the library (41 of 111 instances). The delta is -11 percentage points. Both sample sizes are small, so treat this as a directional early signal. The gap most likely reflects strategy rather than the land itself — aggressive Boros decks that include it tend to win less often in a four-player pod than the broader field.
Why is Furycalm Snarl limited to so few decks? ▾
Furycalm Snarl produces only red and white mana, restricting it to color identities that contain both R and W. That hard gate eliminates the majority of Commander decks. Within Boros and multicolor red-white shells, it competes with Sacred Foundry, Inspiring Vantage, and Sundown Pass for untapped dual-land slots, so not every eligible deck will include it.
Is Furycalm Snarl legal in Commander? ▾
Yes. Furycalm Snarl is legal in Commander (as well as Legacy, Modern, Pioneer, Vintage, and several other formats). It is not legal in Standard, Pauper, or Pauper Commander. Its color identity is R/W, so it can only be included in decks whose commander has both red and white in their color identity.
Which commanders most often run Furycalm Snarl? ▾
Quintorius, History Chaser leads with 29 decks in the tracked sample, far ahead of the next tier. Éowyn, Shieldmaiden and Nelly Borca, Impulsive Accuser follow at 10 decks each, then Ragost, Deft Gastronaut at 8 and Pantlaza, Sun-Favored at 7. The long tail of commanders with 4 or 5 copies each — Aurelia, Iroas, Neyali, and others — confirms the land is spread broadly across the Boros and red-white multicolor meta rather than concentrated in a single archetype.