Deck & Commander Strategies

Mikey & Don, Party Planners
Leverages the ability to play mutant, ninja, or turtle spells from the top of the library with bonus counters, focusing on incremental creature growth and generating food tokens to sustain pressure.

Raph & Leo, Sibling Rivals
Generates additional combat phases and untaps attacking creatures to overwhelm opponents with multiple waves of attacks, capitalizing on combat phase manipulation.

Splinter, Radical Rat
An Esper ninja deck that doubles ninja ETB triggers and utilizes ninjutsu to maintain board presence and disrupt opponents through multiple triggered abilities and evasive creatures.

Krang & Shredder
Focuses on exiling opponents' cards during attacks to build a cache of free spells to cast, combining value generation with board control and pressure from human and ninja creatures.
Gameplay Insights
- 1
Raph & Leo’s additional combat phase ability created powerful tempo swings by enabling multiple attack phases in a single turn, forcing opponents to carefully manage blockers and removal.
- 2
Krang & Shredder’s exile mechanic synergized well with aggressive play, as exiling non-land cards from opponents allowed casting them for free, creating a strong value engine during mid-game.
- 3
Mikey & Don’s ability to cast creatures from the top of the library with extra counters accelerated board development and created efficient threats that paired well with food token generation for sustainability.
- 4
Splinter’s doubling of ninja ETB triggers through ninjutsu allowed for repeated value and disruption, making it difficult for opponents to maintain stable boards without targeted removal.
- 5
Strategic use of removal spells like Pongify helped disrupt key creatures at critical moments, shifting board control and opening opportunities for follow-up attacks.
Notable Cards
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Michelangelo, the Heart
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Mona Lisa, Science Geek
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Pongify
Gameplay Summary
The game began with all four players setting up their boards with thematic TMNT-themed decks, each led by a unique commander representing iconic characters or teams from the franchise.
Early turns involved ramping mana and playing key creatures that synergized with their commanders' abilities.
Mikey & Don's deck focused on casting mutant, ninja, or turtle spells from the top of the library to gain incremental advantages, while Raph & Leo utilized additional combat phases to generate overwhelming attacks.
Splinter's Esper ninja deck capitalized on ninja triggers and etb abilities to maintain control and pressure opponents.
Krang & Shredder’s deck leveraged exile mechanics and free casting from exiled cards to generate value and maintain board presence. Pivotal moments included clever use of ninjutsu and combat tricks to maximize damage output, as well as strategic removal like Pongify to disrupt key threats.
The game featured multiple combat phases triggered by Raph & Leo's ability, creating intense combat windows that tested each player's defensive resources.
Krang & Shredder's ability to cast cards exiled during attacks helped maintain momentum, while Mikey & Don's party planner ability facilitated casting creatures with bonus counters, enabling efficient board development.
The interplay of ninjutsu, combat phase manipulation, and value from exiling and casting cards defined the flow of the game, with players jockeying for position through tactical strikes, board control, and resource management.





























