TMNT’ top 10 card list

March 27, 2026

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

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