Everything in the Turtle Power! Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 43 new cards, and whether it is worth buying.
Vigilance, menace, trample, haste Whenever one or more Mutants, Ninjas, and/or Turtles you control deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card.
Here’s where I’d start to compare all the decks together and determine which one’s the best value, most competitive, etc., but there’s no competition here, so Turtle Power! wins every category!
In all seriousness, I think this is a really cool and fairly powerful deck. It doesn’t do anything especially innovative, which is what I like to see new precons do, but it covers a lot of bases. +1/+1 counters and tokens? That’s like three-fourths of Magic cards. I can take or leave the typal stuff here, but at least it’ll all work out of the box.
Two knocks against the deck, the first being that this is a Universes Beyond property, and the cards don’t all gel aesthetically with MTG as a whole. That’s part of a much deeper conversation about UB, and you could argue Dimension X Pizzasaur is right at home with Mintstrosity, but however cool I think the individual card designs are, I’d still just rather not see crossovers that stoop to this level of camp and unseriousness.
The only other complaint is that this deck might not be super beginner-friendly. I feel like I say that a lot lately, but fiddling with multiple artifact tokens while also managing +1/+1 counters and having to track the creature types on all your cards is a lot to take in for a new player.
Turtle Power! weaves together all the main themes of TMT, which are mainly +1/+1 counters and token creation, with a typal emphasis on mutants, ninjas, and turtles. There’s a very cyclical nature to the deck where the artifact token generation constantly generates +1/+1 counters, which in turn create more tokens, then it all culminates in smacking the opponent dead with a buffed up board of turtle-people. It’s a very “tangible” deck, if that makes sense, where you’re moving dice and tokens around a lot, and that appeals to me immensely, even if it ends up being a bit complex for the new-player experience.
It reminds me of Counter Blitz in that regard, though a little less “Wow, I love Final Fantasy X” and more “Hmm… okay, I guess I’ll play with Ninja Turtles cards.”
The commander situation is interesting. You’ve got Heroes in a Half Shell as the intended commander, which looks a lot like other 5-color legends we’ve seen lately (namely Cosmic Spider-Man). It has a bunch of keywords and buzzwords that all add up to a powerful value card, and you don’t have to try very hard to make it work since almost everything in the deck has the requisite creature types.
That moves us to the six character select partners. Leonardo, the Balance must be one of your partners if you want to use character select cards out of the box, since it’s the only one that gives you a full color identity. It also does everything the deck wants to do anyway, shy of specifically rewarding the three main creature types. It pays you off for creating tokens by generating +1/+1 counters, which is the deck’s signature move. Leonardo also spreads out keyword abilities for, which isn’t a bad way to top things off.
Like many precons, this deck has a lot of different faces, and that’s alright, especially given that you can have so many partner combinations and take the deck in one direction or another. For example, cards like Ninja Pizza and Coin of Mastery hint at a “sunburst” subtheme of sorts, while cards like Krang, the All-Powerful would be very good alongside Psychosis Crawler or Smothering Tithe to double these permanents’ triggers. April O'Neil, Live on the Scene cares about mutants, ninjas, and turtles that enter the battlefield, but we have a lot of cards that don’t fit this criteria, and so on for other potential partners.
Draftsim's upgrade guide makes 14 changes to this deck. The first picks (hover for the card):