Hey, folks! What follows is my personal Teenage Mutant Ninja Turtles’ top 10 card list, in no particular order. With the proliferation of new prints, we decided to introduce a new recurring nightmare: how new cards would possibly impact our beloved Centurion Commander.
I’m Matt and my main focuses have always been brewing and deckbuilding. I’ve been playing Magic since, as a young kid, I found myself stuck in the Ice Age.
Ninja Turtles was only a good tv show at the time, but times change and you never know what the future may bring. For some, we have
come a long way since then; others may think this is the end of the world as we know it: to each their own.
This set, along with many other Universes Beyond products, might not be everyone’s cup of tea, since we are far from the beloved Magic: The Gathering lore, unlike the previous prerelease favourite Lorwyin Eclipsed.
That said, here I’m just focusing on playability per se in our format.
Top 10 TMNT


- Michelangelo, Weirdness to 11: basically [Hardened Scales on a stick, this card might even be Command zone material, let alone its easy include in any +1/+1 counter-oriented strategies.





- Ravenous Robots reminiscent of cards like Young Pyromancer and Third Path Iconoclast, I see no reasons not to include this card in every artifact-based deck featuring red, the likes of Imskir, Iron-Eater and some versions of Breya, Etherium Shaper.


- Tokka & Rahzar, Terrible Twos: definitely a good aggressive drop with the possibility of dealing some passive damage, considering the great amount of free spells being played, the most iconic Force of Will above all. Worth as a Commander? Not too sure, but not too bad either.



- Raph & Leo, Sibling Rivals: I don’t see them being played as a Commander, but this card could definitely see play in the people’s champ Yoshimaru, Ever Faithful / Jeska, Thrice Reborn, serving as a potential finisher in decks like that.



- Krang, Master Mind: this is definitely the card that excites me the most in this set. Krang might either be a solid classic Affinity Commander, having card draw and Cranial Plating in its lines of text, and a good include in already existing decks like Urza, Chief Artificer.

- Ralph & Mikey, Troublemakers: our Emiliano is already working on a list with these bad boys, a deck going in a full combo direction and heavily centered on them. Our main concerns are playing R&M as fast as possible and protect them from our opponent’s interactions. That being done, we basically win on the spot. Here is the list: you are more than welcome to leave your impressions and comments for further optimization and improvements ( https://moxfield.com/decks/7mPEWVjfSkyr2D1HZn__qQ ).


- Splinter’s Technique: a good card indeed, which might quite easily turn out to be a Demonic Tutor in tempo and aggro decks, even with some ups if you feature a relevant amount of ETB effects in your deck.



- Skateboard: an easy include in aggro decks, in decks running Urza’s Saga in Elfball shells and also good in Rofellos, Llanowar Emissary.


- Improvised Arsenal: Oh, another Cranial Plating. Or maybe more than one. Here we go!


- Cool but Rude: This is – pun intended – a cool card for sure. A conditional repeatable discard outlet (Level 1), a static damage machine in
dedicated strategies (Level 2) and, the last but not the least, a Gamble effect (Level 3). Doesn’t this card have a room yet? Help us find one!
Thank you for reading.
Written by Matt Lorenz





