Last updated on March 7, 2026

Uneasy Alliance | Illustration by Rose Benjamin
People wrote off Teenage Mutant Ninja Turtles a little too soon. All of my usual Limited outlets downvoted the set before it even hit the shelves, which was discouraging as someone who thought the set had a lot of promise for Limited.
I'm not here to try and convert any Universes Beyond haters, but I'll do my best to convince you that the TMNT Limited format isn't the complete dumpster fire everyone assumed it would be. At the very least I can shed a small bit of positivity on a set that has been overly hated on. I'll address criticisms about the set as well, and see where I land on them.
If that all doesn't sound too blasphemous to you, read on.
TMNT in a Nutshell

Turtles in Time | Illustration by Inkognit
Here's the quick fact sheet about Teenage Mutant Ninja Turtles, assuming you're not already familiar with all the logisitics of the set:
- This is a small set, roughly 190 cards.
- The set features five supported archetypes.
- The set was “designed for Pick-Two Draft“, though still playable as Premier or Traditional draft on MTG Arena.
- The mainset mechanics are disappear, sneak, alliance, and Mutagen tokens.
Aside from that last bullet point, a lot of this is highly reminiscent of Marvel's Spider-Man, which even I have to admit is one of the worst Limited experiences of all time. In fact, that set flopped so hard as a Limited experience that it seems to have done more harm to TMNT than TMNT has done to itself, with a large portion of the playerbase assuming all the faults of Spider-Man carry over to TMNT because the set skeletons overlap so much. I won't deny the similarities, but the execution is so much different this time around.
The Limited Experience
My defense of TMNT comes down to one basic overarching truth: I'm having fun playing this set. Sure, I enjoy Limited enough that I'll squeeze some joy out of basically every format for a while, but I find this one actively engaging and fun to play. It's not breaching my Top 10 or anything like that, but to write this off as an unplayable or wasted Limited format feels disingenuous to me.
Here are some of the standout features that caught my interest early on and have me jumping back into the queues for my next draft.
Resource Management
Any set with trinkety artifact tokens has a sort of resource equity minigame you have to play, and TMNT does this very well. Managing your game pieces is tantamount here, as there are multiple ways to use each piece of cardboard.
Mutagen tokens are the most obvious piece of the puzzle. A +1/+1 counter by its very nature can swing an entire game of Limited, but these self-contained counter generators have a lot of uses in the format beyond just pumping up a creature. I find it very interesting when sets with these tchotchky artifacts incentivize you not to use them for their intended purpose, which TMNT absolutely does. You could crack a Mutagen the first chance you have open mana, but that might shut off the Donatello, Turtle Techie in your hand. Or, maybe you have an Ice Cream Kitty and you want to stockpile tokens to turn into card draw later. Perhaps you drafted a few disappear cards and you'd rather wait to sac those Mutagens to trigger your disappear abilities later, even if it means giving up extra damage now.
Mutagens have been an interesting part of the puzzle, which makes sense, since they're the only real “new” mechanic in TMNT.
But there's also food to manage as well. And not just Food tokens, but actual food permanents, like Anchovy & Banana Pizza or Omni-Cheese Pizza. These have all the same intricicies as Mutagens, and you need to manage when to simply use them to gain life vs. keeping them around for some of the mini-combos seeded into the format.
Ninjutsu 2.0
I found it strange that people were downplaying sneak when this set was revealed, because ninjutsu‘s such a fun and engaging mechanic for Limited. To be totally fair, sneak is largely worse than ninjutsu, but so much of this set's design revolves around sneak, and the truncated set size means you must consider it at all points.
There are some BW sneak starts that absolutely barrel over you, like Dream Beavers into Oroku Saki, Shredder Rising into Beavers into another sneak creature. But I've found myself adjusting to this by just lowering my curves in general and making sure I have ample early-game interaction.
I find this archetype just as intriguing to play against as it is to play with. As the defender, you have to play a careful game to make sure nothing too dangeous sneaks by, and what and when you block matters immensely, as does choosing when not to block. There's a bit of a shell game here, where a sneak opponent could just as easily have a trick like Pain 101 as they could an actual sneak spell, and you have to suss out what you think they might have, or why they're making a suspcious attack.
The same goes for you as the sneak player. There's so much opportunity for bluffing with an archetype like this, which is a skill that feels largely minimized in many Limited formats outside basic combat trick interactions. If ninjutsu wasn't your cup of tea to begin with, sneak ain't gonna change your mind, but I find this sort of gameplay highly compelling.
Mini-Combo Interactions
There are so many sweet interactions in this set, and the smaller nature of the set means you can assemble these sorts of combos with some amount of consistency.
Some of the most interesting ones involve juggling permanents, either by picking them up with Nobody or regrowing them with Ragamuffin Raptor. I faced an opponent that was able to reuse the same Anchovy & Banana Pizza four times off the back of two Raptors and a Metalhead, and I don't know, I think that's just super cool (I lost).
The UR artifact deck gets to do some really cute stuff in this format. Mouser Foundry and Sewer-veillance Cam are potent pieces of cardboard to have around for artifact payoffs like General Traag, Heart of Stone and Nobody, and I've certainly been solo'd by Donatello, Way with Machines.
The RW alliance decks are very straightforward, but again, there are enablers seeded into this format that really make some of the cards pop (though a lot of this admittedly boils down to “put more bodies on board”).
Sidenote: I really appreciate the way sets have been handling hybrid cards lately. I enjoy seeing “pivot cards” like Slithering Cryptid and Mechanized Ninja Cavalry in packs, which touch on multiple archetypes but don't hard commit you to a lane the way an actual gold card might. I mean, I don't know what Punk Frogs is doing here, but most of the hybrid cards feel like great additions.
Mechanical Overlap
They didn't reinvent the wheel with the core mechanics of the set, but I like the way they play with one another.
Sneak is an enabler for both alliance and disappear, which gives it a different dynamic depending on the deck you're running. Triggering alliance abilities at instant speed with a sneak creature is sick, especially if it's something busted like a Mighty Mutanimals. But sneak also creates a bit of a Catch-22 with disappear. Imagine you're being attacked by Squirrelanoids. You can let it through, and the opponent can sneak something, or you can block and trade, and the opponent could follow up with a disappear card like Foot Ninjas and get immediate value. These two existing in the same format adds a nice layer of complexity to black decks in particular.
The UG archetype is billed as “mutants and Mutagens”, but Mutagens are just as valuable to BG decks with disappear cards, or UR decks that just want a high density of artifacts. So a card like Slithering Cryptid can make its way into three different decks by virtue of simply creating a useful artifact token.

I've really liked how the artifact theme bleeds over into other color pairs outside of exactly UR, too. The trophy deck above is primarily UG, but really wants a high artifact count for the two Donatellos and Brilliance Unleashed. Never drew the North Wind Avatar, unfortunately.
Addressing the Negativity

Old Hob, Alleycat Blues | Illustration by Rose Benjamin
I'm not making the case that TMNT is perfect, or an all-timer Limited set, merely that it's fun and doesn't deserve the hate it's been getting. But let's address some of the most frequent statements I've heard about the set and give them a fair shake.
Universes Beyond Sucks
If this is something you feel very strongly about, I don't think there's anything I can do to convince you otherwise. At the end of the day, I'd love TMNT way more if it was a revisit to Amonkhet, or Avishkar, or a new in-universe plane, but if MTG insists on pumping out crossover sets, then the least they can do is apply their usual standard of card and set design to them, which I think they did quite well with TMNT.
TMNT Is Bomby
100% true. The rares in this set are obscene, especially the white ones, but I feel like I've said that about nearly every set in the Play Booster era. There are rares in this set that can invalidate games (The Last Ronin), or some that snowball incredibly hard (Agent Bishop, Man in Black), but I don't think that's anything exclusive to TMNT.
If anything, this is exacerbated by Pick-Two, where you can often snipe multiple rares from the same pack, and you'll sometimes craft or play against absurd decks that vacuumed up 5+ rares in the draft pod. “Too bomby” is definitely a knock against a set in my book, but not by much, and sometimes you get to play with those flashy bomb rares, too. Avatar was bomb-heavy, too, but the set was still pretty great.
Pick-Two Isn't Real Draft
If this is your takeaway after playing TMNT, fair, but I don't know how people arrived at this opinion before playing TMNT, with only Spider-Man (the worst set in years) as justification. I don't think SPM was poor because it was Pick-Two, it was just a poorly-designed set. TMNT feels much more intentional, plus it has the option to be drafted in traditional Bo1 and Bo3 formats instead.
I'm inclined to agree that I don't love Pick-Two in general, but as a father with fleeting free time on most days, the fast-paced drafts fit my needs quite well. Hmm… maybe Pick-Two should be advertised as “Drafting for Dads”.
The Art Is Terrible
Is it though? TMNT has goofy art. It's a goofy property. It's a weird thing to mix with Magic: The Gathering in the first place. But are we going to pretend the quality of the art is anything different than what we've seen over the past 10 years? I mean, Lessons from Life is an egregious outlier that's hard to stomach, and I'm not chomping at the bit to hang the OG art for Pizza Face, Gastromancer on my wall, but the art doesn't feel phoned in or anything like that.


Left: Mutant Chain Reaction by Dominik Mayer | Right: Metalhead by Daniel Romanovsky
One huge saving grace here is that this set didn't do the Through the Omenpaths nonsense, which damaged SPM irreparably on digital platforms. I think that's a major reason people despised that set, but that's not present here, so I find it unfair to project the sentiment about OM1's art onto TMNT. Plus, there are some pretty rad pieces here; the Techniques have some sweet art, and some of the green cards are cool, like Mutant Chain Reaction and Metalhead.
Sure, the pizza stuff is exaggerated to the point of comedy, but I lived through Devouring Sugarmaw and Mintstrosity, so I guess that doesn't bother me that much. Plus, I find myself chuckling when I say “Guac & Marshmallow Pizza“, so I guess they got me there.
There's No Staying Power
I won't argue against this. By about 5-8 drafts you'll have a pretty full picture of what TMNT Limited has to offer. Even if you haven't played everything yourself, you'll have faced down all the major archetypes and seen how they play. For that reason, I think the longevity of this format isn't stellar, but that's not a huge downside for people who only draft maybe once or twice a week. I think it's fine to have the occasional mini-format that doesn't overstay its welcome (we want time to play Arena Powered Cube now, right?), though I'd still prefer full sets to these small sets any day of the week.
Common Legends Suck
Yeah, not in love with this part. We saw it in Spider-Man, and it shows up here, too. The combination of having a ton of legendary creatures, having them at lower rarities, and having this be a smaller set means you're in positions where you just can't deploy your creatures sometimes. This is partially solved by having the actual Ninja Turtles show up in a dedicated pack slot, but there are plenty of other legends besides those that show up in multiples every draft. My understanding is that this is a point of conversation with the developers, so maybe we see a change for similar sets moving forward, but it's a clear knock against TMNT Limited.
Look, at the end of the day if you just don't like this set then so be it. If the Nickelodeon crossover just hits you the wrong way, I'm not going to change your mind on that. What I will say is don't write it off just because of the parallels to Spider-Man. It's doing its own thing and plays out much better, and it has much more intentionality put into it than that set did. And dare I say one more time for my people in the back: It's kind of fun.
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7 Comments
How much did they pay you to write this? This set might actually be worse than spiderman when it comes to limited.
I actually agree with most of what you have to say. Just for the sake of being able to have a critical opinion, I drafted Spiderman about 8 times. I did not enjoy it at all. TMNT on the other hand has actually been a lot of fun, aside from when encountering Boros decks. Sally is an absolute bomb of a card and unless countered immediately basically wins games, especially stalemates. But that said, it has been so much more fun to draft and find goofy combos or crazy bombs and then figuring out how to deploy them and play around your opponent. I love that some of the reprints are sometimes draftable. I pulled a Teleportation Circle, which was great with a handful of the ETB creatures I slotted, which in turn allowed me to reuse or keep tutoring for artifacts. Man, it is just fun. The back and forth might not always feel fair, but it definitely keeps you on your toes.
It actually feels more fun than Lorwyn did too, since it just felt like a draft x creature type, make deck. Or go for vivid. Very linear drafting that could have benefited from blocks to support all the types that were shoved in the set.
I imagine that 8 to 10 games of TMNT will be my limit too, but I’ll have fun playing it throughout – something that I didn’t feel at all in a vast majority of Spider-Man. (A good friend insisted I keep trying… and man, I just don’t see what he did in that set. He’s a Marvel fanboy though, so I imagine that’s it. I care more about mechanics.)
I’ve hit that 10+ treshhold and I’m still enjoying it! Agree that I think I enjoy this more than I did Lorwyn, as strange as that is to admit.
Glad you gave it a shot and enjoyed it, Stan~
I wanted to despise TMT. But I agree that it is much better than Spiderman. I actually have enjoyed it. If it was not quite so Bomby and had a slightly larger pool of commons and uncommons, it would be a great format.
Yup. Fix the common legends problem too while we’re at it. Glad you’re enjoying it!
I was one of those that disliked the set even before it released, just by judging it from the pizza lands and what happened with SPM. To me it just didn’t really belong in magic. But then I had a playbooster box lying around. Figured, what the heck, I love TMNT (grew up with this franchise) and figured, maybe it would be fun to rediscover some of the old forgotten characters from the comics. So decided to simulate a PR event by myself (I know, cringe.. 40 year old playing with his imaginary friends). Boy was I surprised. Most of the card art was surprisingly good. Mechanics were fun, especially in a limited and contained set. This was not a disaster like SPM was, but I’m still not optimistic about the next Marvel set.
Glad to hear you got some enjoyment out of TMNT, ended up being a pretty fun (though short) set.
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