I think this might be the defining green cad for Zendikar... It's going to be pretty easy and common to have more than 5+ lands and if you do this thing gets +4/+4 each turn.
Laguz
★☆☆☆☆ (1.5/5.0)(3 votes)
It's great, but Lotus Cobra is the defining green card in the set by far.
Some combo deck has probably already broken this.
darkfury
☆☆☆☆☆ (0.5/5.0)(2 votes)
this thing is evil. turn 5 you have a 5/5, turn 6 its a 9/9, turn 7 its a 13/13
this thing just keeps growing, and growing, and growing
True_Mumin
☆☆☆☆☆ (0.5/5.0)(2 votes)
Yeah, let it grow once and you die. Gotta squish the bug immediately! That's a major threat right here. 5/5
What would happen if i enchant myself with Paradox Haze? Will i get to put eight +4/+4 counters on that little bug?
Zulp
★★★★★ (5.0/5.0)(11 votes)
I can't decide if this is my favorite Zendikar green card. There are so many to pick from. Rampaging Baloths, Lotus Cobra, Terra Stomper. I lean toward this because bugs seem to be underrepresented in this set, and I do like me some bug action. This also might be the most impressive one-drop of all time. You obviously won't want to play this right in the beginning, but chances are you won't draw it immediately anyway. Excellent card with just the right amount of power for its rarity.
Sandwichdan
★★★★★ (5.0/5.0)(4 votes)
By far my Favourite Card in ZDK picked up two on Prerelease can't wait to complete the set.
Romance -- The ever growing bug decimates your opponent's defenses (5/5 then 9/9 then13/13 then 17/17 then ...) until at 21/21 it crushes his 20 life total and you win!
Reality -- The Scute Mob has an extended shields down period where it remains at 1 toughness for too long. It is too weak in the early and mid game waiting for five lands, and if you do cast it after having five lands you still have to wait for the next upkeep before it beefs up.
Reality -- White, black, and blue creature removal can still easily handle the bugs no matter what size they are, and with good timing red can handle it as well.
Reality -- Without trample, the wimpiest of chump blockers or creatures with regeneration (River Boa) will block it all day long.
BigBoss2030
☆☆☆☆☆ (0.0/5.0)
If a player builds his deck right, any one who could burn this creature has one chance if the owner of this card has Vines of Vastwood in his deck. If your going to burn this creature go overkill.
lickthemoose
☆☆☆☆☆ (0.0/5.0)
they should have named him bubble man because when he enters the battlefield hes got something to say DEAD!!!
no lie he is the ultimate lightning rod at the prerelease i seen about 10 of them played each one dead the moment they hit the battlefield
Xelopheris
☆☆☆☆☆ (0.0/5.0)
This little guy needs something to survive one turn -- vines of vastwood, or Protection, or something. Also more than viable to pull him out at your opponent's endstep with an Elvish Piper, just to reduce the chance of him getting owned.
Jlund61244
☆☆☆☆☆ (0.0/5.0)
summon this using an elvish piper at the end of your opponents turn for great success
not only can you not counter it ;D you can also get the effect of the card AND not have summoning sickness
Do want a playset :(
and with the land excel it definately isn't hard getting lands early game
Mikolash
★★★★☆ (4.8/5.0)(9 votes)
The best part of this card is that it is 5 LANDS not forests. Multicolor action goooo.
People are like, "But it diezzz to removalllll!!!!!", are you all dense? It is a one drop that makes an opponent waste whatever removal they have, or they die. Oh you wasted your removal, time to drop Rampaging Baloths.
LeoKula
☆☆☆☆☆ (0.0/5.0)
Holy smokes, this guy is insane. 5/5 one of the few cards I'm excited with in standard.
43 Lands could run 4 of these in Legacy as well, IMO.
.Fighter.
☆☆☆☆☆ (0.0/5.0)
I have to have 4 of this card, but nobody is willing to trade theirs for even my entire measly pile of commons.
Oh well, Zendikar this xmas for me.
CatsAreCthala
☆☆☆☆☆ (0.0/5.0)
Great card, especially since it keeps getting the bonus. Vulnerable at the start though.
WER386
☆☆☆☆☆ (0.0/5.0)
I'm not sure what are you really thinking of this, but 1: this is a 1/1 until turn 6 and 2: after turn 6 its removed. I just read the "ohh you wasted your removal?!! time to drop the Rampaging Baloths", to that guy in special: man, u call "waste" a card to put a 5/5 now, 9/9 next turn (and so on) a waste? and btw, are you facing a 1-removal-card-in-the-whole-deck deck?. To truly understand things you must place it on the metagame not in the ideal of each card, words of a Pro-tour -1st-place-winner told me.
no_body
☆☆☆☆☆ (0.0/5.0)
with khalni heart and harrow in this set, 5 lands will be as early as turn 3...
U-caster
☆☆☆☆☆ (0.0/5.0)
I saw this at a store the other day. I have no clue as to why I didn't buy it.
BladeManFX
☆☆☆☆☆ (0.0/5.0)
@Mikolash, you're absolutely right. Some people doesn't understand that this 'little' guy can makes an opponent waste their burn and removal spells on it then hello big fatty creature! "Oooh so sad, you can't do anything about it!" Thanks Scute Mob! I love this one in my insects deck.
Mumba
☆☆☆☆☆ (0.0/5.0)
It's a good idea to have one or two giant growths in your hand or a regen aura.
thezanet
☆☆☆☆☆ (0.0/5.0)
For all of you guys knocking this card because of removal, 95% percent of creatures in this game is taken out by removal. You can say the same thing about Cancel. Every card is taken out by Cancel. I mean cmon people. The card is solid as a one drop. Go ahead and Doomblade, Lightning Bolt, Path to Exile it. That is why we play the games with 60 card deck.
greenandblack
☆☆☆☆☆ (0.0/5.0)
and i thought Soul Warden was good
ratrase
☆☆☆☆☆ (0.0/5.0)
liir007 pretty much nailed it.
For 3-5 turns (based on if you have land acceleration) this is a 1/1 for 1 mana which is very bad, and a Llanowar elf would be much better for ramping mana. While you are getting those lands you are practically sitting on a dead card. Unlike normal fatties this can be dropped turn 1 but it can't be ramped with elfes since it require lands.
If you do get it out your opponent will just chump block it and it will never get through.
I would much rather have a Terra stomper. It can be ramped with mana acceleration and be out turn 4, 1 turn before Scute mobs start growing. Scute mobs then need 2 turns before they become bigegr then Terra stomper, plenty of time for your opponent to draw a removal.
Even when the scute mob have grown to something like > 12/12 Terra stomper still win since he can just trample over their tokens/regenerators.
The potential extra power/toughness from scute mobs does not matter that much since once i get out Terra Stomper he either annihilates my opponent who does not have big enough creatures to stop him, or he dies instantly to removal. In less then 10% of cases will he acctually die from combat damage.
DonRoyale
☆☆☆☆☆ (0.0/5.0)
CUTE MOB! >:V
Donovan_Fabian
☆☆☆☆☆ (0.0/5.0)
The cool thing about scute mobs is that you can start them out with a couple of oran reifs so they aren't a 1/1 when you first drop them, but are still easy to play or can be dropped along side another 1 - 2 drop. So, for example on turn 3 with 2 oran reif and 1 forest, you can play the scute mob and make it a 3/3. Regardless of the "romance" vs. "reality" it's still a 1 drop.. the only comparable 1 drops are birds of paradise, noble hierarch, and dragonmaster outcast.. otherwise your stuck with.. what.. a 1/1 elf or something? Unless your playing tribal.. (or even with tribal using door destinies and ant queen), scute mob is one of the best possible 1 drops you can have, regardless of how its a 1/1 for a while or easy to block.
stewartsdragon
☆☆☆☆☆ (0.0/5.0)
You know... I love this card and Dragonmaster Outcast, and I love their abilities, but at the heart, they really are just distraction cards. They make your opponents fall all over themselves to get them off the field while you just sit back and wait for your combo or play another one. Sure they can be epic in 3 to 5 turns, but one should not focus on them. Let your opponent Doomblade your 1 drop and then drop on them something that will make them cry...
LTJZamboni
★★★★☆ (4.5/5.0)(14 votes)
Scute Mob? More like Cute Mob.
Yagezia
★★★★☆ (4.6/5.0)(8 votes)
And remeber guys... There are always MOOAARRRRRRRR Scute bugs!
stille_nacht
★★★☆☆ (3.5/5.0)(3 votes)
Romance of the card versus Reality of the card.
Romance -- You can exterminate it with doom blade and the like!
Reality -- You just wasted a doom blade/deathmark/etc on a creature that costs ONE MANA
Romance-- You can easily take it down during its "shields down period"
Reality-- You have to scramble to destroy a creature that costs ONE MANA
Romance-- Without trample, the wimpiest of chump blockers or creatures with regeneration (River Boa) will block it all day long.
Reality-- You must waste your regenerater blocking a creature that costs ONE MANA
also, whispersilk cloak
spectermonger
☆☆☆☆☆ (0.0/5.0)
Don't use whispersilk use canopy cover. Oh look, Ranger of Eos just found some Scute Mobs.
calahagus
☆☆☆☆☆ (0.8/5.0)(2 votes)
Oh, that's a 17/17 now, is it? Hideous end! Deathmark! Terminate! Also, bolt while it's still weak. It's good if there's no removal in the opponent's deck, but if there is, say goodbye to the 17/17 you were going to win with next turn.
Stryk_the_Lightning
☆☆☆☆☆ (0.0/5.0)
So this thing gets another 4 +1/+1 counters on it for every land above 5 that you have? The text is a little confusing.
achilleselbow
☆☆☆☆☆ (0.0/5.0)
At first it would seem like this is just a convoluted way of getting a 5/5 for 5 mana that has the potential to grow bigger but is vulnerable for at least one turn. But the fact that it costs one mana means that it can be played on the same turn as another big creature, making your opponent choose between threats, or as mentioned, with Canopy Cover you get a huge invincible flyer for a measly three mana.
Alpinefroggy
☆☆☆☆☆ (0.0/5.0)
I have seen this guy in every landfall deck because on turn 7 it's just as large as a krosan cloudscraper and just even bigger
Master-Crimson
☆☆☆☆☆ (0.0/5.0)
I got this up to 25/25 at the Prerelease... great times, great times. The other guy swore once he realised what happened.
DarthMohawk1
☆☆☆☆☆ (0.0/5.0)
@achilleselbow The ability gives him 4 +1/+1 counters if you have at least 5 lands at the beginning of your upkeep. It doesn't matter how many lands you have over five, as long as you have at least five.
Use this card in combination with Vines of Vastwood, Autumn's Veil or Fog to keep it allive. Then after a few turns use Overwhelming Stampede for the win.
Golly
☆☆☆☆☆ (0.0/5.0)
1 drop that forces opponent to spend removal on something that doesn't affect your manacurve.
Leonin_Kha_Cameron
★★★★☆ (4.0/5.0)(2 votes)
I recently noticed that this cute little guy fits quite nicely in a deck with Mayael's Aria. Play Scute Mob with Mayael's Aria on the field. next upkeep: Scute Mob becomes a 5/5 (given you have 5 lands) then Mayael's Aria makes him a 6/6. next upkeep: Scute Mob becomes a 11/11 and you gain 10 life, and if you happen to have a Cradle of Vitality on the field at the time you win the game right there, 2 turns after Scute mob hit the board. Even without Cradle of Vitality, your opponent has at max 4 turns to stop you.
frida939
☆☆☆☆☆ (0.0/5.0)
amazing...
WiggleWurm
☆☆☆☆☆ (0.0/5.0)
Better than Protean Hydra at dealing with the -1/-1 from infect creatures. Use Vines of Vastwood or Whispersilk Cloakto dodge removal/return spells and these guys are a force to be reckoned with!
dragonking987
☆☆☆☆☆ (0.0/5.0)
Survival rule 781 do not block any thing with art rampage with scute mob.
I'd never drop Scute Mob before turn 5 becouse he is just a magnet for burn spells while he is small. As for keeping him alive for that turn Vines of Vastwood will give him a psudo shroud that and Canopy Cover will do the same for a little more mana and the buff is permanent. This guy begs for Behemoth Sledge. Mmmm... He got a 5/5 from me, you have just gotta know when and how to play him. I'm building a control deck around him and the cards I listed on this post.
Jokergius
★★★☆☆ (3.9/5.0)(4 votes)
"Aww, what an adorable little creature!! It's S'cute!!" *sees more coming in* dO.ob THUS it got its name... HAHA!!
Very powerful card that has ability to become inf/inf To people who say that this card is too vulnerable when it comes out, it cost only 1. At worst, this will attract lightning bolt to itself. At best, . . . you can give Rancor? I guess? 4.5/5
Zoah
★★★★☆ (4.3/5.0)(3 votes)
The flavor text would be perfect, except for one thing: I don't believe that any goblin can remember seven hundred and eighty one rules.
That said, this is possibly the best green one drop I've seen for... Well no, it's the best green one drop. Even from a completely modular standpoint, five lands is not difficult. From a linear one... A land rush deck would have this as a 10/10 before turn five.
MasterOfEfherium
☆☆☆☆☆ (0.5/5.0)(4 votes)
Too Bad This Thing Dies To Removal!
noirSONNE
★★★☆☆ (3.0/5.0)(1 vote)
I must admit i do like this card, however Forked Bolt/Electrolyze will remove and provide an advantage
4/5 because it is only one mana for something that can get really mean
Studoku
☆☆☆☆☆ (0.0/5.0)
Scute Mob? More like Cute Mob.
They're so adorable.
ziether25
★★★★★ (5.0/5.0)(1 vote)
QQ moar why don't you? Yes, small creatures fall to burn, and MOST creatures fall to removal of some reliable sort. Sometimes you want the opponent to have to choose between multiple threats.
1/1 for 1 with serious potential upside=4.5/5
Boday1
★★★★★ (5.0/5.0)(2 votes)
The artwork for this card reminds me of the Ohmu from Nausica of the Valley of the Wind. I think I'll be altering my playset now.
TheEtheriumMaster
★★☆☆☆ (2.8/5.0)(2 votes)
All hail its pinching appendages!
Salient
★★★★☆ (4.0/5.0)(1 vote)
This card replaced Squee, Goblin Nabob as the card with the cutest name. (I doubt Squee minds, since Squee's Toy's standing is secure, as the card name with the most obvious euphemism.)
As a bonus, Scute Mob has some of the cutest art, too -- which, given that it's representing an army of ferocious insects, is quite an accomplishment for Boros & Szikszai.
You know you want to target Scute Mob with a kicked Rite of Replication. You know you do.
Arachibutyrophobia
★★☆☆☆ (2.8/5.0)(2 votes)
awww, those scutes are so cute
Steinhauser
★★★★★ (5.0/5.0)(4 votes)
A one-drop with a rare and beautiful quality - it doesn't make you groan when you draw it late game.
Dies to removal? You mean like any other one-drop? Back it up with Swarmyard, and it's a complete pain in the pooper.
Chump blocked all day? You could give it trample, but I prefer Lure to sweep their board. Then again, why not both? A singleton Bramblewood Paragon is easily searched up with Green Sun's Zenith.
@Zoah: Maybe survival rule 781 is easy to remember, because it's the same as the first 780 survival rules.
Snoopfrogg
★★★★★ (5.0/5.0)(5 votes)
I can't stand reading "It dies to removal". What a stupid comment , and it's ALL over MTG Gatherer! Of course it dies to removal, that's the point of removal. Eventually, most creatures will die to removal of some sort. Sometimes I wonder if I am the only MTG player in the world playing creatures that "die to removal"! Savannah Lion is considered one, if not THE, best one-drop creature, still it "dies to removal".
alexanderwales218
★★★★★ (5.0/5.0)(1 vote)
I love this card, because either they spend better (and more expensive) cards removing it, or it gets absolutely massive. It also has all the benefits of being a low casting-cost creature; comes back from the graveyard easily with Sun Titan or similar, easy to find with the "pay X" tutors.
LordofAwesome33
☆☆☆☆☆ (0.0/5.0)
These little guys remind me of the Scarab's from The Mummy and The Mummy Returns.
The number of counters you'd be putting onto this guy each upkeep would in American English be about two hundred and fifty-eight and a half quattuorducentillion. 258,5 duocentilliard for Europeans. Or just over 2,585e+617. Rack it up to yet unnamed numbers with Twincast/Reverberate and Djinn Illuminatus.
Or wouldn't this just be an infinite loop? The original sees the five copy tokens come in, doubles to 10, the first token sees itself and the other 9, doubles to 20, then the second of these doubles to 40 and so forth, right?
manic_headcase
☆☆☆☆☆ (0.0/5.0)
Paradox Haze would be awesome with this, anything that uses counters like Vorosh the Hunter, Experiment Kraj, Contagion Engine....
Ruggley
☆☆☆☆☆ (0.5/5.0)(2 votes)
Good not great
Arachnos
★★★★★ (5.0/5.0)(3 votes)
GREAT, not good.
Also, you're playing green, if you can't give it trample you're doing something seriously wrong.
Totema
★★★★★ (5.0/5.0)(2 votes)
I'm having a hard time imagining a swarm of beetles gripping a Loxodon Warhammer. And by "bad time", I mean "hilarious time".
ThePieManOfDeath
☆☆☆☆☆ (0.0/5.0)
@ S-r-ex
None of that works because when a card uses its name, it is only referring to itself.
TherealphatMatt
☆☆☆☆☆ (0.0/5.0)
On the list of "things you want to have in your deck," a one-mana win condition is pretty near the top.
This card with Whispersilk Cloak you will win the game in a 3 turns (assuming you haven't caused any damage to your opponent so far and it will be protected from enemy spells and abilities.
yousquiddinme
☆☆☆☆☆ (0.0/5.0)
It's SOOO scute!
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Veteran Explorer and Viridian Emissary round out an interesting set of creatures to run him with. You can quickly ramp into a 5/5 haste T3 or so if the opponent doesn't play carefully. Still works against aggro since you'll chump their stuff. In 2 turns you can out-size zoo easy while being able to block most of their stuff.
Interesting idea anyway..
Mode
☆☆☆☆☆ (0.0/5.0)
"Survival rule 781: There are always more scute bugs." —Zurdi, goblin shortcutter
Well, this guy definitiley doesn't look like your average goblin.I mean, can the average goblin even count to three? This one obviously can. And not only that, but it apparently keeps in mind a distinct rule for every number up to at least 781. A seemingly more appropritate title for this guy would be "Zurdi, goblin mnemotechnician".
TheGigiBeast
☆☆☆☆☆ (0.0/5.0)
Amazing in my Skullbriar +1/+1 and sacrifices deck!
Continue
★★★★★ (5.0/5.0)(1 vote)
@Mode: You'd be surprised; apparently there are 2071 rules to goblin survival.
Comments (82)
Some combo deck has probably already broken this.
this thing just keeps growing, and growing, and growing
Or, going down the other route, Doubling Season? then again, Doubling Season works with pretty much everything...
oh yeah, river boa works too.
Romance -- The ever growing bug decimates your opponent's defenses (5/5 then 9/9 then13/13 then 17/17 then ...) until at 21/21 it crushes his 20 life total and you win!
Reality -- The Scute Mob has an extended shields down period where it remains at 1 toughness for too long. It is too weak in the early and mid game waiting for five lands, and if you do cast it after having five lands you still have to wait for the next upkeep before it beefs up.
Reality -- White, black, and blue creature removal can still easily handle the bugs no matter what size they are, and with good timing red can handle it as well.
Reality -- Without trample, the wimpiest of chump blockers or creatures with regeneration (River Boa) will block it all day long.
no lie he is the ultimate lightning rod at the prerelease i seen about 10 of them played each one dead the moment they hit the battlefield
not only can you not counter it ;D you can also get the effect of the card AND not have summoning sickness
Do want a playset :(
and with the land excel it definately isn't hard getting lands early game
People are like, "But it diezzz to removalllll!!!!!", are you all dense? It is a one drop that makes an opponent waste whatever removal they have, or they die. Oh you wasted your removal, time to drop Rampaging Baloths.
43 Lands could run 4 of these in Legacy as well, IMO.
Oh well, Zendikar this xmas for me.
I just read the "ohh you wasted your removal?!! time to drop the Rampaging Baloths", to that guy in special: man, u call "waste" a card to put a 5/5 now, 9/9 next turn (and so on) a waste? and btw, are you facing a 1-removal-card-in-the-whole-deck deck?.
To truly understand things you must place it on the metagame not in the ideal of each card, words of a Pro-tour -1st-place-winner told me.
For 3-5 turns (based on if you have land acceleration) this is a 1/1 for 1 mana which is very bad, and a Llanowar elf would be much better for ramping mana. While you are getting those lands you are practically sitting on a dead card. Unlike normal fatties this can be dropped turn 1 but it can't be ramped with elfes since it require lands.
If you do get it out your opponent will just chump block it and it will never get through.
I would much rather have a Terra stomper. It can be ramped with mana acceleration and be out turn 4, 1 turn before Scute mobs start growing. Scute mobs then need 2 turns before they become bigegr then Terra stomper, plenty of time for your opponent to draw a removal.
Even when the scute mob have grown to something like > 12/12 Terra stomper still win since he can just trample over their tokens/regenerators.
The potential extra power/toughness from scute mobs does not matter that much since once i get out Terra Stomper he either annihilates my opponent who does not have big enough creatures to stop him, or he dies instantly to removal. In less then 10% of cases will he acctually die from combat damage.
Romance -- You can exterminate it with doom blade and the like!
Reality -- You just wasted a doom blade/deathmark/etc on a creature that costs ONE MANA
Romance-- You can easily take it down during its "shields down period"
Reality-- You have to scramble to destroy a creature that costs ONE MANA
Romance-- Without trample, the wimpiest of chump blockers or creatures with regeneration (River Boa) will block it all day long.
Reality-- You must waste your regenerater blocking a creature that costs ONE MANA
also, whispersilk cloak
*sees more coming in*
dO.ob
THUS it got its name...
HAHA!!
Also, with Harrow, Crucible of Worlds and Explore you can get it around...what, turn three???
HAHA!!
To people who say that this card is too vulnerable when it comes out, it cost only 1.
At worst, this will attract lightning bolt to itself.
At best, . . . you can give Rancor? I guess?
4.5/5
I don't believe that any goblin can remember seven hundred and eighty one rules.
That said, this is possibly the best green one drop I've seen for...
Well no, it's the best green one drop. Even from a completely modular standpoint, five lands is not difficult. From a linear one... A land rush deck would have this as a 10/10 before turn five.
4/5 because it is only one mana for something that can get really mean
They're so adorable.
1/1 for 1 with serious potential upside=4.5/5
As a bonus, Scute Mob has some of the cutest art, too -- which, given that it's representing an army of ferocious insects, is quite an accomplishment for Boros & Szikszai.
You know you want to target Scute Mob with a kicked Rite of Replication. You know you do.
Dies to removal? You mean like any other one-drop? Back it up with Swarmyard, and it's a complete pain in the pooper.
Chump blocked all day? You could give it trample, but I prefer Lure to sweep their board. Then again, why not both? A singleton Bramblewood Paragon is easily searched up with Green Sun's Zenith.
@Zoah: Maybe survival rule 781 is easy to remember, because it's the same as the first 780 survival rules.
And not just in communist russia.
-.-
The number of counters you'd be putting onto this guy each upkeep would in American English be about two hundred and fifty-eight and a half quattuorducentillion. 258,5 duocentilliard for Europeans. Or just over 2,585e+617. Rack it up to yet unnamed numbers with Twincast/Reverberate and Djinn Illuminatus.
Or wouldn't this just be an infinite loop? The original sees the five copy tokens come in, doubles to 10, the first token sees itself and the other 9, doubles to 20, then the second of these doubles to 40 and so forth, right?
Also, you're playing green, if you can't give it trample you're doing something seriously wrong.
None of that works because when a card uses its name, it is only referring to itself.
Corpsejack Menace and Bramblewood Paragon might also have something to do with that though...
Interesting idea anyway..
—Zurdi, goblin shortcutter
Well, this guy definitiley doesn't look like your average goblin.I mean, can the average goblin even count to three?
This one obviously can. And not only that, but it apparently keeps in mind a distinct rule for every number up to at least 781. A seemingly more appropritate title for this guy would be "Zurdi, goblin mnemotechnician".