Go Ninja GoGo Ninja Go | Art by Patrick Gañas
Welcome back to Wombo Combo, the article series that premieres Commander's best combo cards based off EDHREC and Commander Spellbook data. This week, we scream "Cowabunga!" as we glance at the best combo cards from Magic's newest set: Teenage Mutant Ninja Turtles (TMNT)!
TMNT features four main turtles: Leonardo, Raphael, Michelangelo and Donatello. The turtles live in the sewers of New York City, fighting notorious criminals such as Shredder and the Foot Clan. In Magic's TMNT set, all of these characters are put in the forefront, with many supporting cast members and delicacies following close behind.
With hundreds of new cards being introduced, TMNT is sure to have large combo potential, so let's examine the best options for your next combo deck!
#10: Donatello, Way with Machines
Donatello, Way with MachinesDonatello, Way with Machines puts +1/+1 counters on himself as artifacts enter under your control. Donatello is perfect to slot into artifact token decks (like Clues and Mutagens), and also a great card for Falco Spara, PactweaverFalco Spara, Pactweaver decks. Pairing Donatello and Falco Spara allows for lines with Sensei's Divining TopSensei's Divining Top to draw your library, given a cost reducer like Jhoira's FamiliarJhoira's Familiar.
Donatello's counter can also be removed by Xavier Sal, Infested CaptainXavier Sal, Infested Captain to continuously create copies of artifact tokens.
#9: Go Ninja Go
Go Ninja GoGo Ninja Go allows you to blink (exile, then return to the battlefield) a creature at instant speed. This serves as an easy way to get additional triggers as creatures enter or leave for combo purposes. Blinking an Eternal WitnessEternal Witness effect lets you return Go Ninja Go to your hand from your graveyard, allowing you to cast it again.
You can also blink Abdel Adrian, Gorion's WardAbdel Adrian, Gorion's Ward to get even more triggers and create Soldier tokens. Go Ninja Go also creates a two-card combo with Dualcaster MageDualcaster Mage copying it every iteration.
#8: Donatello, Gadget Master
Donatello, Gadget MasterDonatello, Gadget Master creates a copy of an artifact you control when it deals combat damage to a player. Donatello can be used to create tokens of useful artifacts you control, like Darksteel ColossusDarksteel Colossus or even Sol RingSol Ring. Donatello can also give you infinite combat phases when paired with Breath of FuryBreath of Fury. When Donatello deals combat damage, you can copy an artifact that has haste (such as Hotfoot GnomeHotfoot Gnome) to attach Breath of Fury to, gaining infinite combat phases. You can alternatively use a haste enabler, like FervorFervor, to accomplish this.
#7: Donatello, Mutant Mechanic / Does Machines
Number of Combos: 43 (Donatello); 41 (Does Machines)
Donatello, Mutant MechanicDonatello, Mutant Mechanic and Does MachinesDoes Machines both allow you to animate an artifact, turning the artifact into a creature. Animating an artifact allows it to be targeted by Voltaic ConstructVoltaic Construct turning any artifact that produces three or more mana (like Mana VaultMana Vault) into an infinite mana engine.
Animation also allows the artifacts to have ability costs reduced by Training GroundsTraining Grounds, making Basalt MonolithBasalt Monolith also produce infinite mana.
Donatello specifically also has another ability that puts counters on an artifact whenever another artifact with counters on it leaves the battlefield. This creates an easy win condition by moving counters from Eternity VesselEternity Vessel to Darksteel ReactorDarksteel Reactor. You can also move Eternity Vessel's counters to Magistrate's ScepterMagistrate's Scepter for a large number of extra turns.
#6: High Score / Michelangelo, Weirdness to 11
Number of Combos: 47 (Michelangelo); 43 (High Score)
High ScoreHigh Score and Michelangelo, Weirdness to 11Michelangelo, Weirdness to 11 add combo redundancy to Hardened ScalesHardened Scales and similar cards. They can be used with creatures like Walking BallistaWalking Ballista, using a variety of effects from Rite of PassageRite of Passage and Gatta and LuzzuGatta and Luzzu among others.
High Score and Michelangelo also allow Cryptic TrilobiteCryptic Trilobite or Crystalline CrawlerCrystalline Crawler to produce more mana and enable more combos where that mana is required. They can also make a Simic AscendancySimic Ascendancy win condition even easier to achieve, leading to a swift game-ending result.
#5: Sewer-veillance Cam
Sewer-veillance CamSewer-veillance Cam is a strong one-mana card that untaps a creature when it enters or leaves the battlefield. It follows a similar design space to schematics, such as Servo SchematicServo Schematic.
Sewer-veillance Cam is a perfect inclusion for Emry, Lurker of the LochEmry, Lurker of the Loch as it untaps Emry as it enters, letting you cast another card. Similarly, Goblin WelderGoblin Welder is another strong option, especially since Sewer-veillance Cam will untap Welder twice to also infinite recursion of artifact cards.
Sewer-veillance Cam can also be used to untap large mana producers, including Cradle ClearcutterCradle Clearcutter, to provide significant amounts of additional mana.
#4: Chrome Dome
Chrome DomeChrome Dome is simply a better Cogwork AssemblerCogwork Assembler with a larger amount of utility due to the ability costing less. This Robot Ninja creates a simple two-card infinite combo with MetalworkerMetalworker assuming you have three or more artifact cards in your hand.
Chrome Dome also facilitates combos with Threefold ThunderhulkThreefold Thunderhulk, Su-Chi Cave GuardSu-Chi Cave Guard and Big Mother MouserBig Mother Mouser, creating mana using Krark-Clan IronworksKrark-Clan Ironworks to pay for the next iteration. It also works with Nimblewright SchematicNimblewright Schematic and the new Mouser FoundryMouser Foundry in a similar fashion, utilizing both the entering and leaving abilities to create tokens and mana.
#3: Donnie & April, Adorkable Duo
Donnie & April, Adorkable DuoDonnie & April, Adorkable Duo is similar to cards like ArchaeomancerArchaeomancer and ArchaeomenderArchaeomender, returning an artifact, instant, or sorcery card from your graveyard to your hand. This can let you return extra turn spells to get additional turns, or blinking spells like Go Ninja Go for infinite combos.
Donnie & April can also return cards that make copies of creatures, like TwinflameTwinflame, to function similarly to a blinking spell. Twinflame in particular can copy both Donnie & April and a Smaug token created by There and Back AgainThere and Back Again to easily cover the mana needed.
#2: The Ooze
The OozeThe Ooze is very important in TMNT, as it's the substance that causes the Turtles to be mutants. It also appears in Magic in the form of an artifact that makes MutagenMutagen artifact tokens as creatures you control with +1/+1 counters on them die.
Since the Mutagen token puts +1/+1 counters on creatures, it can serve as a vehicle to keep a combo moving. It also helps to create even more tokens, especially creature tokens to put the counters on, using Chatterfang, Squirrel GeneralChatterfang, Squirrel General or Quina, Qu GourmetQuina, Qu Gourmet.
The Ooze's tokens can also be used in Metalwork ColossusMetalwork Colossus combos to activate its ability and return it to your hand.
#1: Leonardo, Sewer Samurai
Leonardo, Sewer SamuraiLeonardo, Sewer Samurai allows you to cast creatures with power or toughness one or less from your graveyard, and those creatures enter with a finality counter on them.
While the finality counter is meant to stop infinite combos, we can easily ignore that with SolemnitySolemnity preventing the counter from being placed. This allows us to infinitely cast zero-cost creatures like OrnithopterOrnithopter or MemniteMemnite, sacrificing them to an outlet and casting them with no worries.
Leonardo can also take advantage of TatterkiteTatterkite's adversion to counters to infinitely cast it, assuming you can cover the mana cost.
Honorable Mentions
Looking for more Ninja shenanigans? Here's a few more options from TMNT to bolster your deck:
1. Pain 101Pain 101: Allows recursion of creatures, and a perfect pair with Dualcaster MageDualcaster Mage or Naru Meha, Master WizardNaru Meha, Master Wizard
2. Baxter, Fly in the OintmentBaxter, Fly in the Ointment: A combo alternative for Chasm SkulkerChasm Skulker
3. Raph & Mikey, TroublemakersRaph & Mikey, Troublemakers: Another card that pairs perfectly with Breath of FuryBreath of Fury (shocking, I know) by pulling creatures from your library to keep getting combat phases
Thank you very much for reading this edition of Wombo Combo, and don't forget to check out Commander Spellbook for more Commander combos and visit the Commander Spellbook Discord to submit your own Commander combos.
Until next time, happy comboing!
Ethan Coover
Ethan has been an avid EDH player since 2014. In 2021, he joined the Commander Spellbook project (under the alias Gordon) as an editor, and later a head-editor and moderator. Since then, he has assisted in the curation, updating and/or uploading of over 70,000 unique Commander combos and over 50 articles covering Commander's best combos.
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