The Best Typal Cards in TMNT for Commander

by
Jeremy Rowe
Jeremy Rowe
The Best Typal Cards in TMNT for Commander

Turtle VanTurtle Van | Art by Jakob Eirich

I’ve recorded 70+ episodes of a creature-type-based podcast, Quote of Arms, so I’ve seen a huge array of creature type decks. When I look at spoilers for a new set, I tend to scan for cards that specifically reference a creature type, especially those that provide a new commander, direction, or signpost card for an existing type. This approach helps me sift through the deluge of new cards and avoid product fatigue.

The primary type to get a face-lift in the Teenage Mutant Ninja Turtles (TMNT) set is Ninjas. You’d think it’d be Teenagers, but, despite several sophomoric jokes, they aren't an official type. Mutants and Turtles get some incidental support, however, as did Rats, and there’s even support for seemingly-random Typal decks!

Triceraton CommanderTriceraton Commander

Triceraton Commander

At a minimum, Triceraton CommanderTriceraton Commander provides the primarily Naya () Dinosaur type with a flying blocker. While it would seem like the X’s in its cost wouldn’t work well with commanders like Gishath, Sun's AvatarGishath, Sun's Avatar or Pantlaza, Sun-FavoredPantlaza, Sun-Favored, which cast Dinosaurs without paying the cost, the attack trigger gives all Dinosaurs +1/+1 and flying, making this a great finisher in board stalls.

Bebop, Warthog WarriorBebop, Warthog Warrior

Bebop, Warthog Warrior

While not a Rhino himself, Bebop, Warthog WarriorBebop, Warthog Warrior is a rare bit of support for the Rhino creature type, which is usually situated in Jund () with Mr. Orfeo, the BoulderMr. Orfeo, the Boulder. It can be pitched to fix the three-color manabase, finding Swamps of all varieties, but the big game is granting all Rhinos menace, which, like the Triceraton CommanderTriceraton Commander, helps break games open.

Lord Dregg, Insect InvaderLord Dregg, Insect Invader

Lord Dregg, Insect Invader

Insects are an interesting creature type, as many of the commanders care about the graveyard and make tokens. Lord Dregg, Insect InvaderLord Dregg, Insect Invader is an unsung new commander in Golgari () colors, giving Insects a way to draw a lot of cards and a way to recoup the advantage lost by sacrificing tokens.

Rat King, VerministerRat King, Verminister

Rat King, Verminister

Rats have no shortage of amazing options for commanders, but Rat King, VerministerRat King, Verminister may be the best Relentless RatsRelentless Rats/Rat ColonyRat Colony commander of them all. It grows and makes Rats when permanents leave the battlefield and has an ability that sacrifices three Rats to return a creature card and all creatures with the same name from the grave. If played in a Dimir () deck, this can even work with Intruder AlarmIntruder Alarm for an infinite combo!

It is worth noting that the infinite combo also requires another Rat and a sacrifice outlet, like Phyrexian AltarPhyrexian Altar. Since you choose targets before you pay costs, you won't have paid the cost of sacrificing three rats until after you've chosen your target. Those Rats are still on the battlefield under you control at that time, and not legal targets for the activated ability which only targets a creature card in your graveyard.

The Rats do all come back together, so you can go nuts with the combo once your board is sufficiently wide.

Splinter, Hamato YoshiSplinter, Hamato Yoshi

Splinter, Hamato Yoshi

As mentioned in the intro, Ninjas ate well in this set (in more ways than one). Splinter, Hamato YoshiSplinter, Hamato Yoshi gives Ninjas a lord, in addition to having sneak, the new take on ninjutsu. It even has menace, which helps it connect in combat to enable more Ninja shenanigans.

Ravenous RobotsRavenous Robots

Ravenous Robots

Robots have been given some support recently, although it’s a bit tough to tell them from ServoServos, ThopterThopters, and ConstructConstructs. But that’s a subject for another day. Ravenous RobotsRavenous Robots are Robots that make Robots and give tokens haste, which is solid in any red creature token deck, but particularly in a type that is based on a particular kind of token.

Cowabunga!Cowabunga!

Cowabunga!

Mutants, Ninjas, and Turtles, and combinations of those types, can certainly do worse than a one-mana spell that finds a creature of the type or types you’re built around. It can even hit a land, so most Typal decks of that variety will be upwards of 70-80% to hit per card. Whiffing is extremely unlikely, and multispelling is almost a guarantee.

Saved by the ShellSaved by the Shell

Saved by the Shell

If there’s one thing Turtles are known for, it’s having a tough outer shell. Still, most Turtles, while tough, are not able to defend themselves against removal. Giving a creature a permanent +1/+1, plus trample, hexproof, and indestructible until end of turn for one mana is pretty solid, and even works well in decks that are only helmed by a Turtle (teenaged, Mutant, Ninja, or otherwise).

Turtle Power!Turtle Power!

Turtle Power!

Not only is Turtle Power!Turtle Power! a double lord for all Turtles, it has flash, making it a potent combat trick. Whether or not Turtles need the boosts is debatable, but the amount of power and toughness this can provide a dedicated Turtle deck is not negligible and a reduced-cost Dictate of HeliodDictate of Heliod is certainly strong.

Dark Leo & ShredderDark Leo & Shredder

Dark Leo & Shredder

One of the intriguing developments in the TMNT set is that Ninjas not only got support, they also got taken into different colors and combinations. They had been focused on Dimir () in Kamigawa, but the teamup of Dark Leo & ShredderDark Leo & Shredder brings Ninjas into Orzhov ().

They give attacking Ninjas deathtouch so they're less likely to be blocked, creating Ninja tokens on combat damage, and halving the life of a contacted player if we have five or more Ninjas after it connects and makes a token.

Genghis FrogGenghis Frog

Genghis Frog

I’ve written at length about Genghis here, but the little (for now) guy finally gives Mutants a commander that makes the most of their various appearances. Combining MutagenMutagens, counters, and Mutant Typal synergies is a funky green guy that can steal games by loading up on counters and swinging for massive commander damage.

Mikey & Don, Party PlannersMikey & Don, Party Planners

Mikey & Don, Party Planners

As the name of the card suggests, Mikey & Don, Party PlannersMikey & Don, Party Planners bring the party with them. Specifically, they bring a party of Mutants, Ninjas, Turtles, and combinations thereof (but not the party mechanic, unless you mean Donatello, Mutant MechanicDonatello, Mutant Mechanic).

They protect themselves with ward, let us cast Mutants, Ninjas, and Turtles from the top of the library, and give them counters when we do. They even work with changelings!

Splinter, Radical RatSplinter, Radical Rat

Splinter, Radical Rat

When it comes to the Ninja type, this incarnation of Splinter is more radical than a square root sign. Splinter, Radical RatSplinter, Radical Rat brings Ninjas into Esper () with its activated ability. It’s a PanharmoniconPanharmonicon for Ninjas, a continual source of unblockability, enabling Ninjas to hit over and over.

And it’s easy on the mana, making it an excellent facilitator for the type and likely the de facto best commander for the type.

Turtle VanTurtle Van

Turtle Van

One of my biggest gripes with Vehicles is that they don’t often reference the creatures that crew them. If the creature is flying an airplane and the airplane gets hit with a FireballFireball, how are the creatures inside unaffected? Seriously, Magic Vehicles have some impressive crash-test ratings.

Tangent aside, Turtle VanTurtle Van puts a counter on a creature that crewed it when it attacks, and then doubles the counters if that creature was a Mutant, Ninja, or Turtle. These counters can stack up quickly, and multiple doubler effects can get quite ridiculous.

Turtle LairTurtle Lair

Turtle Lair

Since Mutants in TMNT can be good or evil, it makes sense that the Turtle Lair excludes them. Although Shredder and his Foot soldiers are Ninjas, too, so…I’m not entirely sure why Mutants are excluded.

Still, the Turtle Lair makes mana of any color for Ninjas and Turtles, as well as acting as a Rogue's PassageRogue's Passage for them.

Conclusion

For a set that’s based more on flavor than Typal synergies (I see you, Pizza themes), TMNT still has support for a few different types. They occupy a range of roles, from commanders to signposts to staples.

In particular, Ninjas got an influx of membership, as well as an update to their signature mechanic and support in different colors. If that were all this set did, that would have been enough, but it does so much more!

But what cards are going into your Typal decks? And what are the cards you’re looking to pick up?

Jeremy Rowe

Jeremy Rowe


Teacher, judge, DM, & Twitch Affiliate. Lover of all things Unsummon. Streams EDH, Oathbreaker, D & D, & Pokemon. Even made it to a Pro Tour!

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