Furycalm Snarl card art
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Furycalm Snarl

Land · Marvel Super Heroes Commander (MSC)
Times Brought
254
Decks Running
161
In Decks
Decklist Inclusion
Format

Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.

Final zone distribution

55 instances
3.6%
Library
70.9%
Battlefield
9.1%
Graveyard
3.6%
Exile

Commanders that played this card

in tracked games

The "good card" funnel

255 brought · 156 players
Brought to game
255
Ever drawn
53
Reached battlefield
43
Still on board at game end
39

Once cast, 91% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.

≥ +2.8pp

Players who cast this card win 36% of the time (n=41) , vs 26% when it never left the library (n=189).

Observed gap +10.3pp; 95% confidence interval +2.8pp to +17.8pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

First-cast turn

n=43
35%
T1
16%
T2
9%
T3
14%
T4
7%
T5
9%
T6-9
9%
T10+
Median 2 P25 1 · P75 5 · max 17
Cast same turn as drawn 67%
43 of 100 times cast 43%

Full analysis unlocks as more games are tracked. Stats refresh nightly.

Frequently Asked

Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Basic play counts appear once a card reaches 100 tracked games; the full deep-dive page needs a larger, more diverse sample (at least 300 tracked games played by 10 or more different pilots, with no single pilot over 40 percent of the copies). Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting.