Ninja PizzaNinja Pizza | Art by Brian Yuen
Cowabunga, dudes. Teenage Mutant Ninja Turtles (TMNT) has arrived to dish out nostalgia, unrelenting Turtle power, and unappetizing pizza varieties. Its enchantment selection follows suit, offering a return to the Class variety of enchantments as well as many others with high utility and low mana values, ensuring our Commander decks are oozing with potential and pizza.
Here are the best enchantments from TMNT and where they can slot into existing deck archetypes, presented in no particular order:
Endless Foot AssaultEndless Foot Assault
Adeline, Resplendent CatharAdeline, Resplendent Cathar holds a reputation for getting out of hand fast. Attacks we make create a 1/1 Human token per opponent, tapped and attacking that opponent, which often adds three bodies to our side of the board each of our attack steps.
The Adeline-adjacent Endless Foot Assault trades a bit of flexibility for longevity that carries into the late game. Three mana provides an enchantment that offers the same deal as Adeline: attack with any creature and we receive a 1/1 per opponent that enters tapped and attacking. But this card also contains the squad keyword, allowing us to pay any number of times when casting Endless Foot Assault so we can create that many token copies of the card upon entry.
In exchange for Adeline's ability to pivot and go wide herself, Endless Foot Assault offers the chance to further flood the board with tokens and abuse enter the battlefield (ETB) effects.
Endless Foot Assault thrives in decks looking to abuse token creatures and attack triggers. Caesar, Legion's EmperorCaesar, Legion's Emperor, Jetmir, Nexus of RevelsJetmir, Nexus of Revels, and Arabella, Abandoned DollArabella, Abandoned Doll are positioned to capitalize on Foot Assault's tokens as soon as they appear. Personally, I'll be immediately tossing it into my Neriv, Heart of the StormNeriv, Heart of the Storm deck focused on mechanics like myriad and mobilize that create tokens tapped and attacking for extra damage; it also contains token doublers like Mondrak, Glory DominusMondrak, Glory Dominus, which create multiple copies of Foot Assault itself when its squad cost is paid.
Because Endless Foot Assault treats all opponents equally, it could easily slot into a Group Slug-focused deck that wants to chip away at life totals symmetrically.
Y'shtola, Night's BlessedY'shtola, Night's Blessed counts token damage towards its four life threshold each turn and even receives a trigger when Foot Assault is cast. Both Elenda, the Dusk RoseElenda, the Dusk Rose and Teysa KarlovTeysa Karlov can turn tokens into lifegain, overwhelming opponents while padding ourselves against crackback.
Tokens are almost as much of a Commander mainstay as Sol RingSol Ring, so I have no doubt Endless Foot Assault holds endless potential in the format.
Ninja TeenNinja Teen
Bastion of RemembranceBastion of Remembrance, a three-mana enchantment that drains our opponents for one life when one of our creatures dies, is already a very playable Commander card. A similar effect represents the floor for Ninja TeenNinja Teen, an enchantment of the Class variety that pings opponents for one when one of our creatures "leaves the battlefield," swapping lifegain for the ability to trigger off exile-based removal and flicker effects.
Ninja Teen's other levels are a bit more situational but still hold tremendous potential. Level 2 provides a small-scale power boost and the evasive menace ability to our creatures, and Level 3 allows our creatures to be cast directly from the graveyard as long as we pay the sneak cost and return an unblocked attacking creature to our hand.
The last level reads like an improved version of The Grim Captain's LockerThe Grim Captain's Locker that presents an interesting conundrum to our opponents: block our threats or face an even bigger baddie directly to the dome, courtesy of the graveyard. The best part is that the costs to level Ninja Teen are also quite affordable.
Ninja Teen shines in decks full of creatures boasting unblockability.
Yuriko, the Tiger's ShadowYuriko, the Tiger's Shadow and Satoru UmezawaSatoru Umezawa already run evasive creatures as well as big mana value threats, and Ninja Teen is a no-brainer for these fine Ninja folks. The card also pairs nicely with commanders that produce token creatures, especially if those tokens would die anyways; Zurgo StormrenderZurgo Stormrender would be psyched to exchange an unblocked token destined for death with the scariest creature rotting in our graveyard.
And because sneak, unlike ninjutsu, is an ability that technically casts the creature (as opposed to putting it into play from our hands), Henzie "Toolbox" TorreHenzie "Toolbox" Torre gains some recursion and direct damage for its blitzed creatures to be easily blitzed once more.
Don't forget that if we return a creature with a finality counter on it to our hand—via the sneak ability, for example—it loses the finality counter. I can't see this getting out of hand one bit.
Ninja PizzaNinja Pizza
In a deck without dedicated Food token synergy, Ninja Pizza reads like a worse version of CultivateCultivate. It enables all of our Food to act like Treasure tokens, able to be tapped and sacrificed for mana, and produces a Food at the beginning of our second main phase.
Once other Food is on order, Ninja Pizza arrives hot and ready to ramp us silly. Rocco, Street ChefRocco, Street Chef, Ygra, Eater of AllYgra, Eater of All, and Camellia, the SeedmiserCamellia, the Seedmiser feast on a plethora of Food tokens and can now enjoy some mana on the side.
Peregrin TookPeregrin Took now acts like an Academy ManufactorAcademy Manufactor and rewards token creation with mana when excess Foods might have simply sat around.
The downside to Ninja Pizza is that other cards already serve as more reliable Food-based ramp. Night of the Sweets' RevengeNight of the Sweets' Revenge and The Cabbage MerchantThe Cabbage Merchant produce mana from Food without requiring them to be sacrificed. But just like in real life, even subpar pizza is better than no pizza, and the same applies to Ninja Pizza.
Party DudeParty Dude
Not surprisingly, Ninja Pizza pairs well with Party DudeParty Dude, another new enchantment of the Class type based on the revelry of Michelangelo. A single green pip affords each player a Food token when it enters, and more secures us a card whenever an artifact heads to our opponents' graveyards, a la Viridian RevelViridian Revel.
Its final chapter takes a bit of a left turn into political territory: Whenever one of our opponents is attacked by any player, one of those attacking creatures receives a bonus to its power and toughness based on the number of cards in our hand.
Obviously, Rocco, Street Chef loves Party Dude because the deck gifts opponents Food tokens and likely already runs Viridian Revel, and this new card represents some redundancy. But a political commander like Ms. BumbleflowerMs. Bumbleflower and Kibo, Uktabi PrinceKibo, Uktabi Prince also makes great use of Party Dude by providing resources to opponents while not-so-secretly supplying even more resources to ourselves.
The card won't fit into every deck, but holds significant potential for future shenanigans.
Cool but RudeCool but Rude
Raphael's Class focuses on discard and combines a few different cards into one. Level 1 offers a looting effect whenever we attack, like Conspiracy TheoristConspiracy Theorist. Its second level is where the card begins to take off, as it deals two damage to each opponent whenever we discard a card for any reason. That's six damage per discard—nothing to sneeze at—which plays a bit like Monument to EnduranceMonument to Endurance.
Then, later in the game, the card provides a GambleGamble-type tutor effect that triggers its second level at least once.
Dedicated Discard commanders love Cool but Rude and are positioned to dole out major damage with its second level.
Inti, Seneschal of the SunInti, Seneschal of the Sun, Clive, Ifrit's DominantClive, Ifrit's Dominant, and Ivora, Insatiable HeirIvora, Insatiable Heir already ask that we discard, and Cool but Rude provides even more benefit when we do. Running the card alongside Chainer, Nightmare AdeptChainer, Nightmare Adept turns its downside into a massive upside.
Pay attention to Gavi, Nest WardenGavi, Nest Warden, as well, as cycling a card technically requires discarding. If Monument to Endurance makes an appearance, Cool but Rude should, as well.
Does MachinesDoes Machines
The name of this Class is likely to confuse anyone not familiar with the TMNT cartoon theme song and still infuriate those of us who are. But artifact-based blue decks can rejoice. Does Machines enters and mills us for two, draws us two cards, and forces us to discard two cards right away.
At Level 2, it returns up to two artifact cards from our graveyard to our hand, helping us to recoup any card advantage loss we've incurred so far. Its third level applies mostly to Vehicles but can have some utility with mana rocks and other miscellaneous artifact tokens: At each of our combat steps, it places three +1/+1 counters on an artifact we control and transforms it into a 0/0 creature permanently.
Any deck focused on small artifacts or Vehicles will certainly run Does Machines if it has space for nonartifact cards. Breya, Etherium ShaperBreya, Etherium Shaper and Sai, Master ThopteristSai, Master Thopterist already sacrifice artifacts and create dinky artifact tokens, so Does Machines aligns perfectly with the game plan; plus, the card can add counters to our Thopters so they can swing in for bigger damage.
Vehicle decks helmed by Kotori, Pilot ProdigyKotori, Pilot Prodigy and Shorikai, Genesis EngineShorikai, Genesis Engine can animate their Vehicles automatically in a pinch and recur those that have fallen.
If our deck wants to do machines, it needs Does Machines.
High ScoreHigh Score
For the same mana value as Branching EvolutionBranching Evolution, High Score offers similar text and adds incidental card draw to the mix. Sure, High Score doesn't double the number of +1/+1 counters placed on a creature, it merely adds one to what would have been placed. But considering most cards add one counter at a time, it's likely High Score will represent double more often than not.
Consider commanders that specialize in adding a single counter via the proliferate mechanic.
Atraxa, Praetors' VoiceAtraxa, Praetors' Voice and Animar, Soul of ElementsAnimar, Soul of Elements will likely utilize High Score multiple times over the course of a turn cycle and draw cards fairly reliably. Ezuri, Claw of ProgressEzuri, Claw of Progress squeezes out a few more counters when it significantly beefs up one of your tiny creatures and provides card advantage just after it does.
And once Bristly Bill, Spine SowerBristly Bill, Spine Sower gets ahold of High Score, the game is basically over.
The Cloning of ShredderThe Cloning of Shredder
This Saga enchantment asks a lot of us to get going. We must have a strong creature in our graveyard to start, preferably a legendary one to make use of the card's ability to produce nonlegendary token copies of the binned creature we exile during chapter one. The card also has to stick around for two additional turn cycles to push out more tokens, lest we face a blowout after paying for a single copy of something.
But The Cloning of Shredder is very abusable and pairs well with existing cards. A Kardur, DoomscourgeKardur, Doomscourge deck can let its commander hit the graveyard only to have it return in multiples, each one reapplying its powerful ETB goad-ish effect. Toxrill, the CorrosiveToxrill, the Corrosive is already a scourge of the format, but three Toxrills is a degenerative way to win via slow, grueling pain.
Throw in a Hex ParasiteHex Parasite, and The Cloning of Shredder can repeat its first chapter ability to exile a second creature, offering a choice between that and the original creature whenever it hits chapters two and three.
Higher power pods won't want The Cloning of Shredder unless it can be abused from the get-go—the threat of removal is simply too damn high. But in more battlecruiser-type metas, this Saga delivers a level of wackiness usually reserved for blue decks.
Go Ninja, Go Ninja, Go
What do you think of these enchantments I've selected? I'd also be curious to know how you feel about The Cloning of ShredderThe Cloning of Shredder. Upon first blush, it seems pretty cumbersome and awkward, though it is very easily abusable. Are you onboard?
Which other enchantments are you going to slot into decks right away, and where will they go?
More Teenage Mutant Ninja Turtles:
Steve Heisler
Steve writes about Commander for EDHREC, MTGStocks, and Cardsphere, and comedy for the Chicago Sun-Times. A veteran entertainment journalist, Steve has been playing Magic, off-and-on, since 1995. Follow him on Archidekt: https://archidekt.com/u/stevearino
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