TMNT COMMANDER CLASH | Tokka & Rahzar vs Don & Raph vs Dark Leo & Shredder vs Raph & Mikey thumbnail Blurred backdrop thumbnail

TMNT COMMANDER CLASH | Tokka & Rahzar vs Don & Raph vs Dark Leo & Shredder vs Raph & Mikey

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Perfect Seven 45 EDH Gameplay videos

Commanders featured in this Gameplay Reviewed & Verified

Deck & Commander Strategies

  • Raph & Mikey, Troublemakers

    Raph & Mikey, Troublemakers

    Cheat large green and colorless creatures onto the battlefield tapped and attacking using the commander’s ability, then swing for massive trample damage to close out the game quickly.

  • Don & Raph, Hard Science

    Don & Raph, Hard Science

    Deploy numerous artifacts to enable affinity cost reductions on spells, using card draw engines and combat buffs to maintain tempo and finish with powerful artifact synergy bombs.

  • Dark Leo & Shredder

    Dark Leo & Shredder

    Flood the battlefield with ninjas to trigger life drain effects from the commander’s attack triggers, aiming to halve opponents’ life totals and dominate through incremental value and damage.

  • Tokka & Rahzar, Terrible Twos

    Tokka & Rahzar, Terrible Twos

    Use menace creatures and punishing triggers that deal damage to opponents casting cheap spells, combined with artifact synergies and ninja-themed value to control the board and apply pressure.

Gameplay Insights

  • 1

    Removing Dark Leo & Shredder’s commander with Beast Within was a pivotal disruption that prevented a devastating ninja combo and life drain from triggering.

  • 2

    Don & Raph’s use of Scroll Rack and Silven Library maximized card advantage, enabling consistent access to artifacts and powerful spells at reduced costs.

  • 3

    Raph & Mikey’s commander ability to cheat massive creatures onto the battlefield created sudden threats that forced opponents to respond quickly or suffer heavy damage.

  • 4

    Tokka & Rahzar’s trigger dealing damage when opponents cast cheaper spells created tension around spell casting timing and resource management.

  • 5

    The interplay of ninjutsu and artifact synergy across multiple decks led to dynamic board states and forced players to balance aggression with tactical removal.

Notable Cards

  • Dark Leo & Shredder

    Dark Leo & Shredder

  • Raph & Mikey, Troublemakers

    Raph & Mikey, Troublemakers

  • Don & Raph, Hard Science

    Don & Raph, Hard Science

  • Tokka & Rahzar, Terrible Twos

    Tokka & Rahzar, Terrible Twos

  • Beast Within

    Beast Within

  • Scroll Rack

    Scroll Rack

  • Karai, Future of the Foot

    Karai, Future of the Foot

  • Helm of Awakening

    Helm of Awakening

  • Howling Mine

    Howling Mine

  • Throatseeker

    Throatseeker

  • Pinnacle Emissary

    Pinnacle Emissary

Gameplay Summary

The game featured four distinct Teenage Mutant Ninja Turtles-themed Commander decks, each showcasing unique strategies reflective of their commanders' identities.

Early turns saw players establishing their board states with ramp, artifact synergies, and ninja creatures.

Raph & Mikey's deck capitalized on cheating large creatures into play to swing for massive damage, while Don & Raph focused on artifact-heavy synergy with affinity to reduce spell costs and powerful combat interactions.

Dark Leo & Shredder aimed to flood the board with ninjas to leverage their commander’s ability to drain opponents’ life, setting up for a potential lethal swing.

Tokka & Rahzar brought a menace-based aggressive value engine, punishing opponents casting cheaper spells and applying pressure with menace creatures.

Key turning points included a critical removal of Dark Leo & Shredder’s commander with Beast Within, disrupting a potential game-ending ninja assault.

Don & Raph leveraged Scroll Rack and Silven Library to maintain card advantage and fuel their artifact synergy, while Raph & Mikey’s ability to cheat out high-impact creatures kept the pressure on opponents.

The game flowed with several combat phases where threats were exchanged and board states pushed to the brink.

The interplay of ninjutsu, artifact affinity, and graveyard recursion created a dynamic game environment with high tension.

The win condition revolved around either overwhelming opponents through large creatures and combat damage or draining their life via ninja synergies and repeated attacks.

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