Deck & Commander Strategies

Heroes in a Half Shell
Utilizes all five colors to cast a suite of Teenage Mutant Ninja Turtles and support creatures, focusing on +1/+1 counters and card draw to build a resilient and synergistic board presence.

Krang, Utrom Warlord
Builds a powerful artifact creature army, using Krang's anthem effect to give all artifact creatures flying, trample, indestructible, and haste, enabling swift and hard-to-block attacks.

Raph & Mikey, Troublemakers
Attacks to reveal and deploy creatures from the top of the library directly into combat, quickly swarming the board with creatures to apply pressure and maintain momentum.

Super Shredder
Grows larger with every permanent that leaves the battlefield by gaining +1/+1 counters, aiming to dominate combat early and maintain board control through incremental growth.
Gameplay Insights
- 1
Super Shredder rapidly accumulated +1/+1 counters from various permanents leaving the battlefield, increasing threat level early and forcing opponents to respond quickly.
- 2
Krang's ability to grant flying, trample, indestructible, and haste to all artifacts created a resilient and aggressive artifact army that was difficult to block or remove.
- 3
Raph & Mikey's attack-triggered ability to reveal and deploy creatures accelerated board development and kept opponents on the defensive.
- 4
The multi-color ramp and artifact synergies in Heroes in a Half Shell allowed for flexible responses and incremental value generation through counters and card draw.
- 5
Players used land sacrifice and fetch effects like Riveters Outlook and Öza's Cave to efficiently fix mana and accelerate deployment of game-winning threats.
Notable Cards
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Super Shredder
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Krang, Utrom Warlord
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Raph & Mikey, Troublemakers
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Plague Myr
Gameplay Summary
The game began with each player setting up their thematic Turtle-themed decks and ramping into their commanders: Heroes in a Half Shell, Krang, Utrom Warlord, Raph & Mikey, Troublemakers, and Super Shredder.
Early turns focused on land drops and artifact ramp to enable powerful plays later.
Super Shredder grew quickly as permanents left the battlefield, gaining multiple +1/+1 counters and threatening to dominate combat.
Meanwhile, Krang leveraged his ability to grant flying, trample, indestructible, and haste to all artifact creatures, preparing to overwhelm opponents with a formidable artifact army.
Raph & Mikey aimed to cheat creatures into play attacking alongside them, generating aggressive pressure and card advantage.
Heroes in a Half Shell utilized a five-color strategy to deploy versatile creatures and bonuses, including infect creatures to add a unique win condition.
































