Scute Mob


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Zendikar vs. Eldrazi (DDP) Rare
Modern Masters 2015 Edition (MM2) Rare
Zendikar (ZEN) Rare

Combos Browse all

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.

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Scute Mob Discussion

maxon on Loadout Format

1 week ago

As far as the algorithm, how would you account for all the intricacies each card has?

Like Scute Mob is a 1/1 for 1 with the hope of growing up to be big and strong, so long as it eats it's greens. How do you account for that ability compared to another creature like say Skirsdag High Priest who, on cast, is also just a simple creature, but can make 5/5 fliers under the right circumstances?

Boza on Mono black tourney

1 week ago

Scute Mob - you can only block with creature cards or creature tokens.

If these are the questions you are having right now, I highly recommend to not venture into modern, but instead head to standard. There is a new set coming out in end of september, causing a rotation in Standard, which is the perfect time to join the format as everyone is on the same ground.

Jagg3r5 on Ezuri's Elf Army

2 weeks ago

Removal suggestions:

Heritage Druid: your other elf mana dorks are far more viable and are useful by themselves; with how many dorks you have you would likely have to tap one of them to use her effect anyways

Joraga Treespeaker:He's a mana sinkhole; he'll either die before you can max his level or you'll only max him because you have nothing better to spend the mana on at which point he's useless. He's only actually uniquely useful if you can play him turn one, and that's a long shot

Realm Seekers: A neat card, but would be better replaced with a more lethal creature or at least one with more utility

Sages of the Anima: this one is iffy, but in the end it's a relatively slow effect on a vulnerable stick. I would advise replacing it with something like an enchantment with a similar effect if you're dead set on having something like this, but otherwise just replace it with something else altogether.

Replacement notes:

I would also advise finding some creatures that are decently lethal quickly on their own. Ezuri can make the little guys dangerous as it is, so the big fellas get real nasty when he can buff them up. You may want to put in a few heavy hitters that can get you lethal, as it decreases your build up time and stops you from having to give a mana dork 2 or 3 turns of +1/+1 tokens and trample to be dangerous. I'll always suggest Pathbreaker Ibex as he can turn one decent creature and some shrimps into an overwhelming force. Giant Adephage would also work great as Ezuri's buff(s) will make it nearly impossible to stop you from getting a token with him, or go with Plated Crusher for a decent mix of durability and damage and to keep budget low. You may also want to look at X drop creatures and see if anything fits your build, as with the number of mana dorks you have and the amount of man you will likely need to keep around to keep Ezuri on the board, they could easily get out of hand. I'll still suggest Scute Mob despite him not being an elf simply because he really fits the theme. There are probably some blue or blue/green creatures that will fit this bill too, but this is a start anyways.

Other notes:

Make sure you have a strong mana base. Your dorks are good and all but you're going to lose them and Ezuri more than once, and you need to be able to replace him without their help. Ensure you have some mana doubling cards to help to this end. Also ensure you have several equipment to give creatures haste; Ezuri's ability triggers at the beginning of combat so you can throw out something nasty and go nuclear at the drop of a hat, catching players off guard with some impressive damage.

ChristopherP on Better bring bugspray for this one

4 weeks ago

Love the deck! Got my +1. Scute Mob is devastating, but you need more land draw to get it up to speed. Cultivate is good (you should use more), and you should use other land draw, like Rampant Growth. Making sure your bugs can punch through with Rancor would be the bee's knees (pun intended). Not sure what to take out though.

ellie-is on Better bring bugspray for this one

4 weeks ago

I think Door of Destinies is a bit slow most of the time, but it seems to work on this deck! I'd definitely not run Coat of Arms, though. It's just way too good for your opponent most of the time.

One thing that might be nice, given how much the deck likes having forests in play, would be maybe switching out Llanowar Elves for something along the lines of Elvish Pioneer or Skyshroud Ranger? Though you'd probably need to run more lands to get the most out of them, since they're useless if you don't already have a land in hand. But they're nice in that you still have the extra mana even if they get removed, on top of helping out with Scute Mob and Beacon of Creation.

Tape_Deck on Black and Green Weenie Swarm

1 month ago

you'll probably like Symbiotic Wurm, Nantuko Husk, Scute Mob, Skylasher, and Mazirek, Kraul Death Priest since they all fit the theme, colors, and synergize well with your other cards. As for budget lands, I suggest Evolving Wilds, Jungle Hollow, Terramorphic Expanse, and Golgari Rot Farm. Good luck finding all the cards you need and welcome back to magic!

Paloma on Cock a Doodle Doo

1 month ago

Scute Mob one of my favourite cards, and does make a lot of sense, but I'm worried I won't get enough lands out all that often... I usually start cycling my lands after I have three or four out. I'll try putting in a couple and see how often it works out for me! It is very on-message.

I wonder if Primal Cocoon might be a good fit as well...

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