Scute Swarm
37% of games where Scute Swarm resolved ended in a win for the caster, a +12.5 percentage-point lift over the 24% baseline when it stays in the library.
Scute Swarm sits in 8% of the 6174 tracked Commander decks on Playgroup Live, a focused niche that skews hard toward landfall and token strategies. When it resolves, it wins 37% of the time, +12.5 percentage points above the 24% win rate recorded in games where the card never left the library. Both sample sizes are robust enough to treat that gap as a meaningful directional signal.
The card plays slower than its 3-mana cost might suggest. Median first cast lands on turn 5, well past the curve, because the swarm only becomes threatening once you control six or more lands. Players appear to know this: of the 259 copies drawn, 74% reached the battlefield. The median copy spent one turn in hand before being cast, so the delay between drawing and playing is short. Most uncast copies are explained by games that ended before the opportunity arose.
The commander distribution is broad: 436 distinct players have brought Scute Swarm to a tracked game, and no single player accounts for more than a small slice of the dataset. That spread gives the numbers here a healthier cross-table character than a card dominated by one or two heavy contributors.
- 8% of tracked Commander decks include Scute Swarm
- T5 median first-cast turn, reflecting the six-land threshold for copying
- 74% of drawn copies reached the battlefield
- 37% win rate in games where Scute Swarm resolved
- +12.5pp win-rate lift over games where it stayed in the library
- 54% battlefield stickiness once cast
First-cast turn
n=191The "good card" funnel
956 brought · 436 playersOf 956 Scute Swarms brought to games, 259 were drawn, 191 of those were cast, and 54% of resolved copies survived on the battlefield through end of game.
Players who cast this card win 37% of the time (n=175) , vs 24% when it never left the library (n=586).
When players drew this card but left it in hand, they won 40% (n=65) — 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 +12.5pp; 95% confidence interval +5.3pp to +19.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
293 instancesMost Scute Swarm copies end a game on the battlefield or in the graveyard after combat, a sign the card sees active play rather than sitting undrawn in the library for the duration.
Commanders that played this card
in tracked games-
1
Hearthhull, the Worldseed
25 decks
-
2
Witherbloom, the Balancer
23 decks
-
3
Baylen, the Haymaker
22 decks
-
4
Aesi, Tyrant of Gyre Strait
20 decks
-
5
Blech, Loafing Pest
20 decks
-
6
Toph, the First Metalbender
18 decks
-
7
Flubs, the Fool
16 decks
-
8
Omo, Queen of Vesuva
16 decks
-
9
Bristly Bill, Spine Sower
13 decks
-
10
Yarok, the Desecrated
12 decks
The top-commander list spans Jund, Naya, Sultai, and mono-green, reflecting how broadly any green landfall or token shell can put Scute Swarm to use.