Scute Mob

Legality

Format Legality
Tiny Leaders Legal
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
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Rare
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

Italian2stalian on

1 week ago

I also have an atraxa deck (Atraxa, counter crazy if you want to check it out) and i cant believe i missed some cards that you have that work extremly well like Phytohydra, Scute Mob, and Hungering Hydra to name a few.

TypicalTimmy on Lord Windgrace precon upgraded

4 weeks ago

I'm finding a lot of success with Caustic Crawler and Ob Nixilis, the Fallen. There's also Akoum Hellkite but I don't quite feel like his damage output is quite worth a spot over some other cards.

Sorry, I forgot to check if you have Dragonmaster Outcast in here. But that's a seriously underplayed card in my opinion. I saw Permafrost's mention of the card they suggested to leave in. Both are really good, but I gotta hand it to Outcast here. Bigger flyers and non-Commander conditional for cheaper play.

Also, Bloodhall Ooze grows rapidly along with Scute Mob. Those are all beautiful T1 cards or even late-play bombs.

fluffyeel on From Grace we've fallen

1 month ago

Ooh, things. And stuff. Here are some thoughts that maybe didn't hurt:

  • If you want a way to dump lands from your hand into play, perhaps Manabond is worth a look. Might play well with your landfall creatures.
  • I vote Scute Mob and/or Undergrowth Champion could be good additional landfall/land-matters cards. I normally would also recommend Lotus Cobra, but the little snake may not be ideal for what you're aiming to do.
  • Regrowth is a card I always use for recursion. (While Eternal Witness is nice, I like having more recursion possibilities.)
  • I think some more tutors would be a plus. Demonic Tutor, Diabolic Intent, Worldly Tutor... you might also get away with being able to pull Necropotence off to help draw all the cards (and maybe also Arch of Orazca, as it doesn't seem too hard for you to meet the condition for it).

Jaceblue12 on More like WIN-Grace

1 month ago

There are some inclusions in the deck that I don't completely understand and seem like bad cards to be playing, especially in a format as crazy as commander. Why are you playing Scapeshift but not the Valakut, the Molten Pinnacle + Prismatic Omen combo? I understand it's a good way to get a bunch of landfall triggers, but you would be much better off with Life from the Loam in this slot. LftL is an auto-include in any lands-themed deck and you should be playing it. Army Ants seems way too cute and a very bad card for the political climate of a commander game. You can only take out one land every turn cycle, and the person you hurt will be salty with you. Since you seem to be going with an MLD theme, I would run Jokulhaups instead. Dragonmaster Outcast is way to slow and fragile. Cut it for Splendid Reclamation. Elvish Rejuvenator is just a bad Wood Elves. Ember Swallower is a bad card. cut it for better MLD. Same goes with Invader Parasite - it's a cute card, but doesn't make nearly enough of an impact for commander. Scute Mob - see dragonmaster outcast. I reccomend cutting it for Deathrite Shaman. Exsanguinate seems bad without Cabal Coffers+Urborg, Tomb of Yawgmoth or Vault Skirge+The Gitrog Monster. I would cut two basics for the aforementioned lands and Invader Parasite for Vault Skirge. Rites of Spring - I understand that this card is in here to work with your commander, but it's a bad card. Cut for Squandered Resources which also works well with Exsanguinate. Tsunami and Choke - is there a mono-blue player in your playgroup? If not these are just bad cards as a lot of the lands people will be playing, even in a two-color deck, are not islands. Path of Discovery seems like a bad card to me - I haven't actually played with it and I understand it works well with angry omnath, landfall dragon and avenger but if you don't have those cards it feels awful. Why is Conjurer's Closet in your deck. Unless you have one of your ~6 ETB creatures it sucks. Cut for Kodama's Reach. I would play Constant Mists over Eternity Vessel. Hope this helps!

maxon on Loadout Format

2 months 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

2 months 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 months 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.

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