Scute Mob

Scute Mob

Creature — Insect

At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on Scute Mob.

Scute Mob Discussion

Stardragon on Card creation challenge

1 day ago

Aurelia, Military Dictator 4

Legendary Creature- Angel

Flying, Fear, Haste

Whenever Aurelia, Military Dictator deals combat damage for the first time this turn pay 8 life and sacrifice 3 creatures untap all creatures you control, After this phase, there is an additional combat phase.

Attacking creature gain +2/+0

6/5

Make a more powerful Scute Mob

lagotripha on Primal Permutations

1 month ago

Mutate is a really interesting mechanic that I expect to find a place in modern, even if it never reaches tier 1. Modern already has some wild 1 drops, and attaching, say Parcelbeast to a Steppe Lynx can start looking cool- its just a question of the right combination being found to power the deck.

I'd focus on low cost mutate cards, 1 drops to mutate them on that either protect a powerful mutate effect or multiply it, and mana dorks as backup mutate targets.

Auspicious Starrix will likely win you the game if your opponent cannot remove it. Gemrazer to back that up will offer a lot of blowout potential. Most of the lower tier mutate creatures could work with the right synergy picks in the rest of the list.

In terms of 1 drops to examine, Glistener Elf and Slippery Bogle for efficient voltron, as well as less conventional voltron like Spikeshot Elder or Vector Asp, Young Wolf returns all its creatures seperated to the battlefield with +1+1 counters, Blistercoil Weird and legendary spell recursion point to a jeskai spellslinger, Signal Pest+ a white go wide list, Arcbound Worker/Servant of the Scale/Simic Initiate/Hardened Scales and +1+1 counters could get pretty out of hand.

Hedron Crab land drop mill is a cute option, Permeating Mass will make people call for the judge, but isn't actually any good. Some +1+1 counter synergies will likely let you abuse some mechanics like Devoted Druid's untap, if you can find the combination.

Keyword piles like Banehound Healer's Hawk, abilities like Figure of Destiny or 'conditional' P/T boosts like Scute Mob could make for a decent beatstick if you can spend two cards on it - Gnarlwood Dryad, Toolcraft Exemplar Wild Nacatl, Loam Lion could all find places in some lists,as they are already efficient and pushing them out of kill range for lightning bolt/anger of the gods may be relevant.

Mortician Beetle with the bat strapped to it is a great casual clock.

None of these are crazy effecient, but building a list of sixty cards that all sorta work together is the heart of brews like this.

All told though, its a bit of a mess where the best bet is to pick two colours with 2/3 mana mutates, and throw them on creatures which protect them while hunting for stirix. Trying to stretch into more colours will pressure a budget manabase very hard. Keeping to mostly green with basic searching to fix for a second colour will ease that process a lot- especially with dorks like Avacyn's Pilgrim or Elves of Deep Shadow.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

SquirrelPenguin on Question about Scute Mob.

3 months ago

What happens when I block Our Market Research Shows That Players Like Really Long Card Names So We Made this Card to Have the Absolute Longest Card Name Ever Elemental with Scute Mob?

Off_Brand_Jesus on proliferate edh

4 months ago

Scute Mob would do great things

ghostofsparta on Polukranos's Prison Break

5 months ago

Also, you could replace your least favorite hydra with Vigor. Play the deck a few times to see how those "enters the battlefield with counters equal to creatures in graveyards"-type creatures work out for you. I suspect that there will be times that your commander will eat their lunch, so to speak. Rhizome Lurcher seems to be the weakest of these, and this would be a good slot for any of the other cards I mentioned. Other cards to look at are Fungal Behemoth, Scute Mob, Obsessive Skinner, and Feral Hydra: if they're not pulling their weight when you test your deck then I would try replacing these with other cards.

smleger on Windgrace Real Estate

7 months ago

A Scute Mob will get huge according to your lands.

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