
Turtle Power! - Teenage Mutant Ninja Turtles Precon Guide
Turtle Power! is the sole new Commander preconstructed deck releasing with the Universes Beyond set Teenage Mutant Ninja Turtles. What's in the deck, who are the commanders, and how can we upgrade it? Let's find out.
Turtle Power! Precon Review
The Turtle Power! Teenage Mutant Ninja Turtles Commander deck contains the following:
- 1 Ready-to-play 100-card Commander deck
- 1 Traditional foil face commander with borderless art
- 5 Traditional foil featured commander with borderless art
- 94 Non-foil cards
- 10 Double-sided tokens/punch-out counters
- 1 Deck box
Each of the alternate commanders in Turtle Power! has the ability partner - character select, which is a variation on the partner mechanic. Commanders with character select can be combined with another commander with the same ability to co-lead your deck.
But keep in mind, if you're playing this deck out of the box using alternate commanders, one of them will have to be Leonardo, the BalanceLeonardo, the Balance in order to maintain the five-color identity of the deck.
Leonardo, the BalanceLeonardo, the Balance
Donatello, the BrainsDonatello, the Brains
Splinter, the MentorSplinter, the Mentor
Raphael, the MuscleRaphael, the Muscle
Michelangelo, the HeartMichelangelo, the Heart
Turtle
View on ArchidektCommander (1)
- 1 Heroes in a Half ShellHeroes in a Half Shell
Creature (30)
- 1 Acidic SlimeAcidic Slime
- 1 April O'Neil, Live on the SceneApril O'Neil, Live on the Scene
- 1 Baxter, Fly in the OintmentBaxter, Fly in the Ointment
- 1 Bebop, Skull & CrossbonesBebop, Skull & Crossbones
- 1 Big Mother MouserBig Mother Mouser
- 1 Biogenic OozeBiogenic Ooze
- 1 Casey Jones, Back Alley BruteCasey Jones, Back Alley Brute
- 1 Corpsejack MenaceCorpsejack Menace
- 1 Dimension X PizzasaurDimension X Pizzasaur
- 1 Donatello, the BrainsDonatello, the Brains
- 1 Electric SeaweedElectric Seaweed
- 1 Irma, Part-Time MutantIrma, Part-Time Mutant
- 1 Krang, the All-PowerfulKrang, the All-Powerful
- 1 Leatherhead, Iron GatorLeatherhead, Iron Gator
- 1 Leonardo, the BalanceLeonardo, the Balance
- 1 Lita, Little Orphan AmphibianLita, Little Orphan Amphibian
- 1 Michelangelo, the HeartMichelangelo, the Heart
- 1 Mona Lisa, Science GeekMona Lisa, Science Geek
- 1 Raphael, the MuscleRaphael, the Muscle
- 1 Rat King, Pale PiperRat King, Pale Piper
- 1 Ray Fillet, Wave WarriorRay Fillet, Wave Warrior
- 1 Roadkill RodneyRoadkill Rodney
- 1 Rocksteady, Mutant MarauderRocksteady, Mutant Marauder
- 1 Shredder, Shadow MasterShredder, Shadow Master
- 1 Splinter, the MentorSplinter, the Mentor
- 1 Steelbane HydraSteelbane Hydra
- 1 Tempestra, Dame of GamesTempestra, Dame of Games
- 1 Tokka & Rahzar, UnsupervisedTokka & Rahzar, Unsupervised
- 1 VigorVigor
- 1 Voracious HydraVoracious Hydra
Instant (6)
- 1 Assassin's TrophyAssassin's Trophy
- 1 ContinueContinue
- 1 Double Jump // Flying KickDouble Jump // Flying Kick
- 1 ShellshockShellshock
- 1 Special MoveSpecial Move
- 1 Swift DemiseSwift Demise
Enchantment (5)
- 1 Endless Foot AssaultEndless Foot Assault
- 1 High ScoreHigh Score
- 1 Level UpLevel Up
- 1 Ninja PizzaNinja Pizza
- 1 Together ForeverTogether Forever
Sorcery (10)
- 1 Blasphemous ActBlasphemous Act
- 1 CultivateCultivate
- 1 Fast ForwardFast Forward
- 1 Game OverGame Over
- 1 HarmonizeHarmonize
- 1 Here Comes a New HeroHere Comes a New Hero
- 1 Lessons from LifeLessons from Life
- 1 Super ComboSuper Combo
- 1 Vanquish the HordeVanquish the Horde
- 1 Wave GoodbyeWave Goodbye
Artifact (9)
- 1 Arcade CabinetArcade Cabinet
- 1 Arcane SignetArcane Signet
- 1 Chromatic LanternChromatic Lantern
- 1 Coin of MasteryCoin of Mastery
- 1 Everything PizzaEverything Pizza
- 1 Exploding BarrelExploding Barrel
- 1 Foot ChopperFoot Chopper
- 1 Mole ModuleMole Module
- 1 Sol RingSol Ring
Lands (39)
- 1 Ash BarrensAsh Barrens
- 1 Big Apple, 3 a.m.Big Apple, 3 a.m.
- 1 Cinder GladeCinder Glade
- 1 City of BrassCity of Brass
- 1 Command TowerCommand Tower
- 1 Dragonskull SummitDragonskull Summit
- 1 Escape TunnelEscape Tunnel
- 1 Evolving WildsEvolving Wilds
- 1 Exotic OrchardExotic Orchard
- 1 Fabled PassageFabled Passage
- 4 ForestForest
- 1 Grand ColiseumGrand Coliseum
- 1 Hidden HideoutHidden Hideout
- 1 Hinterland HarborHinterland Harbor
- 2 IslandIsland
- 2 MountainMountain
- 1 Path of AncestryPath of Ancestry
- 2 PlainsPlains
- 1 Rain-Slicked CopseRain-Slicked Copse
- 1 Rootbound CragRootbound Crag
- 1 Smoldering MarshSmoldering Marsh
- 1 Sodden VerdureSodden Verdure
- 1 Spire GardenSpire Garden
- 1 Sunken HollowSunken Hollow
- 2 SwampSwamp
- 1 Thriving GroveThriving Grove
- 1 Thriving IsleThriving Isle
- 1 Thriving MoorThriving Moor
- 1 Turtle LairTurtle Lair
- 1 Undergrowth StadiumUndergrowth Stadium
- 1 Vernal FenVernal Fen
- 1 Vibrant CityscapeVibrant Cityscape
April O'Neil, Live on the SceneApril O'Neil, Live on the Scene
April doesn't get the full-art treatment to signify she's an official "commander," but she still bears the partner-character select text that allows her to team up with the Turtles. And her ability, which triggers to create a Clue token whenever a Mutant, Ninja, or Turtle enters, provides some nice (albeit slow) card advantage potentially from the command zone.
Baxter, Fly in the OintmentBaxter, Fly in the Ointment
We all want to be drawing cards, so Baxter can get big fast, just like similarly worded cards like Chasm SkulkerChasm Skulker or Lorescale CoatlLorescale Coatl. Those other examples don't put wind beneath your team's wings to provide flying to everything with a counter, though.
Baxter will be a very valuable tool to provide your board with evasion in Turtle Power!, as the counters will be flowing.
Bebop, Skull & CrossbonesBebop, Skull & Crossbones
Bebop's a Boar and a Mutant, but he's not a Pirate, despite the name and art. A 2/1 with deathtouch for two mana, Bebop is a good defensive card, but when teaming up with longtime partner Rocksteady, Mutant Marauder (see below), that secondary ability - with which you draw cards and lose life per counter on Bebop when he connects with a player's face in combat - becomes much more relevant.
Rocksteady, Mutant MarauderRocksteady, Mutant Marauder
This is how you're intended to get the counters onto Bebop to kickstart the card-draw engine. Also not actually a Pirate, Rocksteady gives a +1/+1 counter to any creature, not the one entering that triggered the ability, so if you want to load up Bebop, you can.
Bebop, Skull & Crossbones and Rocksteady, Mutant Marauder have partner with, meaning they can lead a Commander deck together (the color identity of this deck would be ), or if they're in the 99 and one of them enters the battlefield, you have a triggered ability to go get the other one from your library and put it in your hand.
Casey Jones, Back Alley BruteCasey Jones, Back Alley Brute
Dick's Sporting Goods mascot Casey Jones gets a card in Turtle Power!, also helping spread around the +1/+1 counters throughout your team. He's also got a way to convert counters into direct damage, which will be excellent in this deck, and even better in custom decks built around that strategy.
Look no further than the 9,233 EDHREC-logged decks for Shalai and HallarShalai and Hallar.
Irma, Part-Time MutantIrma, Part-Time Mutant
Irma might slip through the Turtle-shaped cracks in terms of attention, but make no mistake: this is a very good card. Sure, Irma can only become creatures you control, which limits the ability's effectiveness, but there are plenty of shenanigans to be had by doubling up on attack triggers.
Perhaps she's distantly related to Oko, the RingleaderOko, the Ringleader?
Krang, the All-PowerfulKrang, the All-Powerful
Whenever the words "triggers an additional time" appear on a card, we take notice. For five mana, we get that ability doubling up triggers related to drawing cards, which is absurdly powerful in the right builds.
Expect to see plenty of Krang, who will be singled out from Turtle Power! as one of the cards people are most excited about, especially Nekusar, the MindrazerNekusar, the Mindrazer players.
Leatherhead, Iron GatorLeatherhead, Iron Gator
A seven-mana 5/5 with trample and haste, Leatherhead's one of the heaviest creatures in Turtle Power! The attached ability is pretty much exactly what you'd expect for such a big mana investment, and it won't take long for all those counters to steamroll your opponents.
However, the inherent downside of +1/+1 counter strategies is amplified by a card like Leatherhead: how good is it when you don't have creatures in play?
Rat King, Pale PiperRat King, Pale Piper
The phrase "this ability triggers only once per turn" is noticeably absent from Rat King's text. Whenever any nontoken creature you control leaves the battlefield (not just dies, but leaves by other means as well), you get a 1/1 Rat.
Effectively doubling your inventory of deaths is exactly what Aristocrats players like to hear, and while it's a little out of place in Turtle Power!, it'll find its home elsewhere quickly.
Ray Fillet, Wave WarriorRay Fillet, Wave Warrior
We don't see evolve much these days, but when it pops up, it's always being used in interesting ways. Ray Fillet isn't exactly an interesting implementation, however, bucking that trend. It's still a good card though, in the way that Bred for the HuntBred for the Hunt (a card in almost 50,000 decks on EDHREC) is a good card.
Shredder, Shadow MasterShredder, Shadow Master
Why settle for one Shredder when he can copy himself for each opponent? It's similar to myriad, but you sacrifice the tokens at end of combat instead of exile them, which can be relevant. Shredder's downside is that he doesn't inherently have any sort of evasion, but creatures that cleave life totals in twain tend not to.
Shredder will be a legend people might want to build around.
Tempestra, Dame of GamesTempestra, Dame of Games
Tempestra can turn any Treasure, Clue, or Mutagen token into a copy of your best creature. Sure, you'll have to sacrifice it at the end of turn, but that's not going to be a problem in most cases.
It's a very powerful card, and the aggressive cost will draw people to including it in the 99 of their artifact decks beyond Turtle Power! And don't be surprised when Tempestra is playing for the fate of the world at the head of her own decks.
Tokka & Rahzar, UnsupervisedTokka & Rahzar, Unsupervised
A Turtle Wolf Mutant, Tokka & Rahzar are a pair of villains with a trio of creature types. They'll get bigger as the game goes along, incidentally providing you a small boost in resources as well, but compared to many of the new legendary creatures we've seen already, Tokka & Rahzar are far from the most interesting.
It's that "once per turn" clause that's a killer, though it not being there on Tokka & Rahzar would cause a world of problems.
Big Mother MouserBig Mother Mouser
Big Mother Mouser doesn't mess around. It doubles its counters every turn (provided it attacks), and you don't need to worry about losing all that value to a removal spell or board wipe, since each one of those counters becomes a 1/1 Robot on death.
Look out for a Path to ExilePath to Exile, though, because if it's removed in any way that doesn't count as death, you'll be fresh out of Robots.
Dimension X PizzasaurDimension X Pizzasaur
There's been plenty of discourse about all the drippy pizza art, but this one's the only example that's also a Food Alien Mutant monster. Dimension X Pizzasaur represents one of the only cards in Turtle Power! that can kill an opponent's stuff, albeit with restrictions.
The extra ability is just icing on the cake (or cheese on the pizza), allowing it to fit in with other Foods out there.
Electric SeaweedElectric Seaweed
We'll be seeing Electric Seaweed in plenty of decks outside of Turtle Power! It's unassuming, as most things with defender are, but if the numbers align in much the same way as Massacre GirlMassacre Girl, it can ensure the only creatures left on the battlefield are Walls.
Any Defender/Walls deck that includes red will immediately add an Electric Seaweed to their collection of architecture.
Roadkill RodneyRoadkill Rodney
Roadkill Rodney is not legendary, as the name might suggest, which is good since the presence of the Squad ability means you might end up with a few of these guys on the battlefield.
Whenever Rodney (or Rodneys) connect with a player, you'll get a MutagenMutagen. It's a slow way to add +1/+1 counters, but with how much Turtle Power! relies on these counters, it's still appreciated.
Arcade CabinetArcade Cabinet
Spreading four power worth of +1/+1 counters for three mana is a fine deal, but having a way to double those counters on demand is even better. Presumably, you'll be activating this to double counters on creatures with plenty of them already, but if you have to start from one, it's not the end of the world.
Coin of MasteryCoin of Mastery
Until now, there was only one card in all of Magic that tapped to create a Treasure token, and that card is GlittermongerGlittermonger. Every other card that taps to create a Treasure does so with restrictions or downsides (like Treasure VaultTreasure Vault having to sacrifice itself).
Coin of Mastery costs the same amount of mana as Glittermonger, but it's colorless and adds even more value on top of Treasure. A lot of value. People will be excited to figure out how to maximize that value in decks beyond Turtle Power!
Everything PizzaEverything Pizza
Everything Pizza has a lot in common with Ecologist's TerrariumEcologist's Terrarium, which is a sentence only Magic would require someone to type. Unlike the Terrarium, though, Everything Pizza goes very big with its activated ability, giving you five distinct effects for the low cost of seven mana.
Everything Pizza probably won't be activated in a ton of Commander games, but people will remember when it is.
Exploding BarrelExploding Barrel
There are multiple generations of gamers who have been conditioned to avoid barrels in video games, and for good reason. For a three-mana mana rock, Exploding Barrel is fun and interesting in ways that many others aren't, and when the Barrel does explode, it'll create some memorable stories.
Foot ChopperFoot Chopper
Foot Chopper is the only Equipment in Turtle Power!, though it functions more like a living weapon than a true Equipment. Launching a creature into the sky in order to see it blow up and draw you cards is going to be very interesting in decks outside this precon, and Foot Chopper might see more play than one might initially expect.
Mole ModuleMole Module
From the only Equipment to the only Vehicle, we've got Mole Module, a five-mana Vehicle with menace and crew 2 that drills into your library for free permanents.
Though there isn't much in Turtle Power! that allows you to manipulate your library, decks that can do so might look at Mole Module as a new way to get free stuff. And who doesn't like free stuff?
Endless Foot AssaultEndless Foot Assault
We see squad again with Endless Foot Assault, but this time it's on an enchantment. And for this one, you're definitely going to want to invest in that added squad cost to get multiple copies of Endless Foot Assault, as it will get out of hand (foot?) fast in duplicate.
White's already great at creating creature tokens, but this particular flavor is reminiscent of Brimaz, King of OreskosBrimaz, King of Oreskos.
High ScoreHigh Score
Whenever there's a card that buffs the application of +1/+1 counters, it's going to get played. And with High Score, you get that Hardened ScalesHardened Scales effect, but you also get a conditional draw each of your turns. That condition won't be that tough to satisfy in most cases, since you're already in green and increasing your creatures' power, so High Score provides a nice amount of value for only three mana.
Level UpLevel Up
Level Up is, in some ways, the Aura version of High Score. The details are slightly different, but in broad strokes you're getting extra +1/+1 counters as well as a conditional draw.
It's another card in Turtle Power! that will break out of the precon to be added into many decks centered around the counters strategy.
Ninja PizzaNinja Pizza
With Ninja Pizza, Food tokens become Treasure tokens, which is obviously an upgrade. Ninja Pizza will be added to plenty of decks that reliably create Food tokens - convenient, then, that the card itself provides one Food token per tern.
Just remember that all Food, not just tokens, gain the tap/sacrifice-for-mana ability, so if you need an extra mana and all you've got is a Dimension X Pizzasaur, you can make do.
Continue?Continue?
In addition to being a very rare inclusion into the "Magic cards with punctuation marks in their name" subset, Continue? is also a very solid white reanimation spell that can undo a board wipe, bring back sacrificed creatures for another go-around, or completely ruin combat math for opponents. All of that for only two mana.
You don't get bonus points for bringing back to life one of each Turtle, though.
Double Jump // Flying KickDouble Jump // Flying Kick
Most of the time, you'll be looking to cast this card for its fuse cost, gaining the effects of both halves. But in a pinch, either side can work as a useful trick. There are decks out there that might like one side or the other, so having added versatility by including a second effect for free (in terms of deck space) is not a bad thing.
ShellshockShellshock
We've come a long way since Heat RayHeat Ray. Assuming you've got the mana, Shellshock will kill the three scariest things on the battlefield and keep you very well stocked with Mutagen tokens as well.
And even if you don't have the mana to nuke three things, Shellshock's status as an instant means it can ruin combat by finishing off blockers and attackers, even if you're not even directly involved in that equation.
Special MoveSpecial Move
Special Move allows you to choose two of the three provided effects, with each of them being very geared toward changing combat in your favor. The effect Foot Toss is probably the most situational, as you might not always have a creature you're willing to sacrifice for a one-time punch in the face, but that's why there are two other effects.
Swift DemiseSwift Demise
Another card designed to screw with opponents' combat steps, Swift Demise will kill at least one thing every time. But we're not casting this to kill just one thing, unless absolutely necessary. More likely, we're saving Swift Demise for when it can really make an impact, like, say, after an opponent blocked your low value creatures with their high value ones.
But really, Swift Demise might as well say "play this with PestilencePestilence" in the flavor text.
Fast ForwardFast Forward
Disrupt DecorumDisrupt Decorum is played in almost 150,000 decks, so it stands to reason a version of Disrupt Decorum that can cost less mana will be just as well-loved by the Commander community.
Like Disrupt Decorum, Fast Forward will most often act as a delayed FogFog, but that's still pretty good.
Game OverGame Over
For most board wipes that don't have ancillary effects, four mana is the sweet spot in terms of cost. Thankfully, though Game Over might cost five sometimes, it also just as frequently might cost three. And it's worth noting that it only requires "a player" to have less than or equal to half their starting life total, meaning that "a player" can be you.
Game Over will be a very interesting card to help stabilize decks that might be slow out of the gate and fall behind early.
Here Comes a New Hero!Here Comes a New Hero!
Here Comes a Hero! requires a significant mana investment to make either effect really memorable, which is unfortunate. The card doesn't do anything until you invest four mana, at which point you're drawing one card and making a token copy of a one-drop. That's not nothing, but often you'd rather be doing the more efficient versions of either effect instead of both simultaneously for a steep charge.
Super ComboSuper Combo
There are plenty of cards that feature the "bite" effect of "target creature you control deals damage equal to its power to target creature an opponent controls." But usually, that effect is a one-time thing, with one of your creatures taking one bite out of one of your opponents' creatures. Super Combo allows for it to happen multiple times, as long as you can pay for it.
Interestingly, Nissa's JudgmentNissa's Judgment would likely have been a way better version of this card for Turtle Power!, but we get what we get.
Big Apple, 3 a.m.Big Apple, 3 a.m.
Repeatable token creation on a land is never a bad thing, even if Big Apple, 3 a.m. is an underwhelming land otherwise. In the late game, paying five colorless mana for one to three Rat tokens will be an investment you'll be happy to have the opportunity to make. And if your deck can make use of those tokens outside of just chump blocking, even better.
Hidden HideoutHidden Hideout
Yes, this card's name isn't exactly inspired. It could probably have benefitted from another pass by the creative team, though functionally, Hidden Hideout is very good. It's got shades of Command TowerCommand Tower, but obviously won't be nearly as ubiquitous since it comes into play tapped. The ability isn't game-breaking either, and comes with restrictions, but even having an ability on a pseudo-Command Tower is a strict boon for decks that can activate it reliably.
Turtle LairTurtle Lair
We've gotten creature type-specific lands before, and they're always excellent for the creature types they assist. That's still the case with Turtle Lair, though it can probably be assumed that we'll see Turtle Lair in more Ninja-related decks than Turtle ones, outside of this precon.
Still, in the context of Turtle Power!, repeatable evasion for your Turtles on a land is going to come in handy. And so will the Ninja clause, too, when you give evasion to Shredder, Shadow MasterShredder, Shadow Master.
On its surface, Turtle Power! is trying to do a lot all at once. But really, it's best to home in on the strategy that the deck pulls off the best, and that's +1/+1 counters.
Our two featured commanders, Heroes in a Half ShellHeroes in a Half Shell and Leonardo, the BalanceLeonardo, the Balance, both center around the strategy, and that also extends to the partner legends that can be paired with Leo.
Donatello, the BrainsDonatello, the Brains, Raphael, the MuscleRaphael, the Muscle, and Michelangelo, the HeartMichelangelo, the Heart each supplement a +1/+1 strategy in different ways, and picking which one's paired with Leonardo will help determine the variation of that strategy you'll want to employ.
Donatello is a bit of the odd Turtle out, however, but is still supportive of the +1/+1 strategy via Mutagen counters. It's likely that you'll want to opt for Raphael or Michelangelo to go with Leo most of the time, though.
Each of the deck's new cards have been discussed above, and many of them provide support for +1/+1 counters. There are also a number of reprints that do the same:
- Corpsejack MenaceCorpsejack Menace
- VigorVigor
- Together ForeverTogether Forever
- Wave GoodbyeWave Goodbye
There are also a couple cards that offer themselves as excellent targets on which to accumulate those +1/+1 counters:
When it comes to interaction, Turtle Power! isn't exactly swimming in ways to disrupt opponents. And the tools the deck does have tend to be reliant on that +1/+1 counters synergy, outside of a few:
- Assassin's TrophyAssassin's Trophy
- Vanquish the HordeVanquish the Horde
- Blasphemous ActBlasphemous Act
Since Turtle Power! is a five-color deck, there are ways to ensure all those colors will be accessible during a game of Commander, though color filtering and card advantage, again, come largely from the deck's new cards and are contingent on +1/+1 counter synergy, save for a few reprints:
Turtle Power! is all about synergy, not combos.
Thanks to our friends at Commander Spellbook, we see that Turtle Power! does not have any inherent combos built in. Which, for a preconstructed deck, is expected (though not always the case).
However, several of the reprints present are known combo pieces in their own right, and since Turtle Power! is a five-color deck, it wouldn't take much effort to swap a few cards around if a combo is something you need.
Though it's called Heralds of the Shredder here, VigorVigor can't hide very well, especially when it comes to combo potential. Pair Vigor up with any PariahPariah-type effect, and you can't die. It's that simple.
Vigor can also just help end the game with infinite damage when teamed up with Corpsejack MenaceCorpsejack Menace (or Humongous Fungus as it's known in Turtle Power!) and a third card like TriskelionTriskelion or Deathbringer ThoctarDeathbringer Thoctar:
Turtle Power! features a total of 39 lands, and the vast majority of them are present simply to provide as much color variety as possible. In fact, of those 39 lands, 27 of them - all of the nonbasic lands - either provide two or more colors, or can go fetch for whichever basic land you need at the time.
That said, there are two lands here that see much-needed reprints, which is nice:
City of BrassCity of Brass was last reprinted four years ago in Double Masters 2022, while this is the first Grand ColiseumGrand Coliseum reprint in a decade.
As for mana rocks, we've got the usual suspects in Turtle-fied versions of Sol RingSol Ring and Arcane SignetArcane Signet, as well as five-color staple Chromatic LanternChromatic Lantern. And of course, we can't forget about Exploding BarrelExploding Barrel.
Upgrades for Turtle Power!
Since Turtle Power! is rife with new cards, upgrading it might be a bit tricky. A typical preconstructed Commander deck features 10 new-to-Magic cards, while Turtle Power! contains 45. In many cases, people will want to play with the new cards, so we probably should leave these be.
The deck is so utterly Turtle-centric that it seems strange to treat it like a "regular" preconstructed deck. But if we had to cut five cards to make room for some new ones, where would we start?
There's a very minor Ooze theme - as in, just Acidic SlimeAcidic Slime and Voracious HydraVoracious Hydra - so we're safe excising them both. Yes, it's a TMNT reference, but we can probably live without it.
Two other cards, Voracious HydraVoracious Hydra and Lita, Little Orphan AmphibianLita, Little Orphan Amphibian, just don't do enough with our strategy, or, in the case of Blasphemous ActBlasphemous Act, are uninteresting and in the way.
Five Additions on a Budget
- Marcus, Mutant MayorMarcus, Mutant Mayor
- Evolution WitnessEvolution Witness
- Inspiring CallInspiring Call
- Kellan Joins UpKellan Joins Up
- Simic AscendancySimic Ascendancy
Five Additions With No Budget
- Agent Frank HorriganAgent Frank Horrigan
- Roaming ThroneRoaming Throne
- Mutational AdvantageMutational Advantage
- Ozolith, the Shattered SpireOzolith, the Shattered Spire
- Sphere GridSphere Grid
Turtle Power! represents a pretty significant jump in MSRP over preconstructed Commander decks of the recent past. Turtle Power! starts at $69.99, while precons from Lorwyn Eclipsed retailed at $49.99.
Is there value in the deck to justify that increased price? Currently, the deck's many, many new cards are seeing price fluctuations common with new sets, so it's hard to say where they'll settle. It's probably a safe bet, though, that at least a couple of them will end up sitting at around $10-20 each.
As for the reprints, there aren't many of course, but the deck seems to have gone with quality over quantity, especially when it comes to the landbase.
The most expensive reprints in Turtle Power! are:
- City of BrassCity of Brass
- Spire GardenSpire Garden
- VigorVigor
- Undergrowth StadiumUndergrowth Stadium
- and Steelbane HydraSteelbane Hydra.
For certain players, Turtle Power! isn't going to impress, no matter what's in it. That's the nature of Universes Beyond, especially when the entirety of the deck is so wholly devoted to the IP. But for most, Turtle Power! represents an excellent collection of interesting new cards and spruced up reprints, albeit coming at a higher-than-expected price.
But it is a good deck? It certainly has synergy, though it likely might be pulled in one too many directions to hold its own against some of the more streamlined precons of the recent past. So sure, you might lose, but at least it's probable that you'll have fun doing it, especially if you're a fan of TMNT.
Turtle Power! gets a B.