Last updated on February 26, 2026

Leonardo, the Balance - Illustration by Inkognit

Leonardo, the Balance | Illustration by Inkognit

Well, this is awkward. Normally I have a couple new precons from the most recent set to compare and bounce off each other, but Teenage Mutant Ninja Turtles has exactly one Commander precon, which is a first in my entire time reviewing precons.

Sale
Magic: The Gathering | Teenage Mutant Ninja Turtles - Commander Deck - Turtle Power! | Collectible Trading Card Game
  • TAP INTO TURTLE POWER—Magic gets a quadruple dose of mutagenic mayhem as the Teenage Mutant Ninja Turtles make their debut on the battlefield!
  • PARTNER WITH ALLIES AND BUFF YOUR TEAM—Unleash mutagenic mayhem and battle your friends in Commander, Magic’s most popular multiplayer format.
  • INCLUDES 43 NEW CARDS—This 100-card ready-to-play Commander deck introduces 43 never-before-seen cards to Magic: The Gathering
  • CONTENTS—100-card deck with 43 new cards, 1 deck box, 10 double-sided token cards, 1 strategy insert, 1 reference card

So this’ll be a little different than the usual “Commander set review”, and more of a product review for a single deck. But hey, at least I get to go a little more in depth on the deck! Let’s look at the Turtle Power! Commander deck and check out the best reprints and new cards on display.

All About Teenage Mutant Ninja Turtles in Magic

Heroes in a Half Shell - Illustration by Victor Maury

Heroes in a Half Shell | Illustration by Victor Maury

Teenage Mutant Ninja Turtles (TMT) is the second Standard release of 2026, and the first of four Universes Beyond sets this year. It’s a smaller set, similar to Marvel’s Spider-Man, and it pulls inspiration from a bunch of TMNT sources like comics, movies, and video games.

Turtle Power!
Magic: The Gathering | Teenage Mutant Ninja Turtles - Commander Deck - Turtle Power! | Collectible Trading Card Game
Magic: The Gathering | Teenage Mutant Ninja Turtles - Commander Deck - Turtle Power! | Collectible Trading Card Game
$59.95
Amazon Prime
Turtle Power!
Magic: The Gathering | Teenage Mutant Ninja Turtles - Commander Deck - Turtle Power! | Collectible Trading Card Game
Magic: The Gathering | Teenage Mutant Ninja Turtles - Commander Deck - Turtle Power! | Collectible Trading Card Game
$59.95
Amazon Prime

As the IP might suggest, a bunch of the set revolves around the titular creature types (mutant, ninja, turtle), and there are some interesting new mechanics on display, like sneak, disappear, and Mutagen tokens. TMT has a Source Material bonus sheet that contains 20 reprints reskinned using original TMNT artwork and uses the PZA set code.

Speaking of which, there’s a lot of pizza. Like, an ungodly amount of pizza.

What Is Teenage Mutant Ninja Turtles Commander?

Teenage Mutant Ninja Turtles Commander (TMC) refers to a group of products and promo cards that all fall under the umbrella of “the Commander tie-in”.

This review only looks at the cards present in the Turtle Power! precon, but the TMC set code and set symbol are shared with other products, like the Turtle Team-Up multiplayer product and the Pizza Bundle promos.

This precon comes with the following contents:

  • 100 total cards, playable out of the box
  • 6 borderless foil commanders
  • 37 other new-to-Magic cards (43 total including commanders)
  • 10 double-sided tokens
  • 1 deck box

How Does TMNT Compare to Other Commander Products?

The most obvious difference between TMC and other sets is that there’s only one Commander precon. I’m sure it’s happened before, but I can’t think of a set off the top of my head that’s only featured one deck. Not a Standard set, at least. (Editor’s note: Nope! Every Commander precon lineup except for Secret Lairs has had at least two decks.)

I’ll say this upfront and repeat it later, but it’s worth shouting from the rooftops: This Commander precon actually has a good mana base! One of my biggest complaints about recent precons (read: all precons) is that WotC intentionally skimps on the mana bases and fills them full of slow tap lands. I’m not going to pretend the Turtle Power! mana base is amazing, but it has good value and actually rock-solid fixing for a 5-color deck.

Also of note, this deck features a bunch of commanders with the new “character select” variation on partner. Aside from the face commander, there are six partners that you can use interchangeably with one another. Only one of them maintains the 5-color identity necessary to play this deck out of the box, but that’s still an additional five new partner combinations that can lead the deck instead of the face commander.

Should I Buy the Turtle Power Commander Deck?

I don’t think Turtle Power! is going to win over anyone who’s already losing sleep over TMNT in MTG, but it’s a solid pick-up. A lot of new cards for existing decks, including a few new powerhouses, and some surprisingly good reprint value is enough to sell me on it, assuming I can get it in the intended $50 range.

If you want a second opinion, check out our review of the deck on our new YouTube channel, The Daily Upkeep.

Turtle Power Deck Review

Turtle Power Commander Precon
Commander (1)

Heroes in a Half Shell

Creature (30)

Acidic Slime
April O'Neil, Live on the Scene
Baxter, Fly in the Ointment
Bebop, Skull & Crossbones
Big Mother Mouser
Biogenic Ooze
Casey Jones, Back Alley Brute
Corpsejack Menace
Dimension X Pizzasaur
Donatello, the Brains
Electric Seaweed
Irma, Part-Time Mutant
Krang, the All-Powerful
Leatherhead, Iron Gator
Leonardo, the Balance
Lita, Little Orphan Amphibian
Michelangelo, the Heart
Mona Lisa, Science Geek
Raphael, the Muscle
Rat King, Pale Piper
Ray Fillet, Wave Warrior
Roadkill Rodney
Rocksteady, Mutant Marauder
Shredder, Shadow Master
Splinter, the Mentor
Steelbane Hydra
Tempestra, Dame of Games
Tokka & Rahzar, Unsupervised
Vigor
Voracious Hydra

Instant (6)

Assassin's Trophy
Continue?
Double Jump // Flying Kick
Shellshock
Special Move
Swift Demise

Sorcery (10)

Blasphemous Act
Cultivate
Fast Forward
Game Over
Harmonize
Here Comes a New Hero!
Lessons from Life
Super Combo
Vanquish the Horde
Wave Goodbye

Enchantment (5)

Endless Foot Assault
High Score
Level Up
Ninja Pizza
Together Forever

Artifact (9)

Arcade Cabinet
Arcane Signet
Chromatic Lantern
Coin of Mastery
Everything Pizza
Exploding Barrel
Foot Chopper
Mole Module
Sol Ring

Land (39)

Ash Barrens
Big Apple, 3 a.m.
Cinder Glade
City of Brass
Command Tower
Dragonskull Summit
Escape Tunnel
Evolving Wilds
Exotic Orchard
Fabled Passage
Forest x4
Grand Coliseum
Hidden Hideout
Hinterland Harbor
Island x2
Mountain x2
Path of Ancestry
Plains x2
Rain-Slicked Copse
Rootbound Crag
Smoldering Marsh
Sodden Verdure
Spire Garden
Sunken Hollow
Swamp x2
Thriving Grove
Thriving Isle
Thriving Moor
Turtle Lair
Undergrowth Stadium
Vernal Fen
Vibrant Cityscape

Commander, Theme, and Strategy

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.

Donatello, the Brains is better off in the 98. It’s basically Chatterfang, Squirrel General if Chatterfang birthed Mutagen tokens instead of Squirrels, and I’d rather have something a bit more impactful in the command zone. It’s also not that impressive of a pairing with Leonardo since the extra tokens won’t trigger Leonardo additional times, and neither of these cards create tokens on their own.

Splinter, the Mentor is just okay. It feels like a ninjutsu/sneak payoff, but that’s not really what this deck is about. Sure, you’ll get Mutagens as your creatures die and bounce around, but Splinter doesn’t really make that happen in any way.

Raphael, the Muscle is just a big beatstick. It’s a damage doubler for creatures with counters on them, which is the name of the game anyway. Spotting you the first Mutagen means this can always get things started by itself, and Leonardo on 4 curves nicely into Raphael on 5. This is the most aggressive option, though it weighs down the command zone quite a bit.

If I wanted to run a partner pairing, Michelangelo, the Heart would be my pick to go with Leonardo. It creates artifact tokens and +1/+1 counters on its own, which are key to the deck, and I’d rather start with a 2-drop than more expensive options since Leonardo’s already a 4-mana commander.

There’s also April O'Neil, Live on the Scene, which pays you off for playing the MNT part of TMNT with Clue tokens, but I’m not loving the idea of putting a non-turtle creature in my command zone. Good card in the 98/99, but a bit underwhelming as a commander.

Notable Cards: Reprints and $$

Let’s get into reprint value. Notably, this Universes Beyond deck includes a lot of new cards, and I never factor new card value into this part of the review. The presale prices are just way too inflated to get an idea of how much these cards are truly worth.

Instead, we’ll focus solely on reprints and divide the cards into three main value brackets, starting at $2. Also note that every card in the deck features new art, which can sometimes influence card prices in unpredictable ways. Prices were evaluated based on TCGplayer pricing the day this deck was revealed, and they’ll likely fluctuate between now and the actual release date.

First up, the cards between $2-5. There are only three cards in this category, which is on the low end, but remember that the new prints eat up a big amount of realty where the cheaper reprints would usually be. Chromatic Lantern and Assassin's Trophy are both respectable reprints, and Voracious Hydra is also here, though not a particularly exciting inclusion.

Next up we have cards between $5-10, with another three reprints: Fabled Passage, Grand Coliseum, and Wave Goodbye. It’s so refreshing to see a couple good mana fixers here, even if they’re Tier-2 at best. These are the type of lands I’d expect to see in a 5-color precon. Wave Goodbye is a really fun reprint to see as well, and it fits the deck perfectly.

This deck goes all out with $10+ cards. There are five double-digit reprints here, three of which are great EDH lands (City of Brass, Undergrowth Stadium, and Spire Garden). City of Brass in a precon like this is kind of wild, considering it’s $20 to begin with, and the two bond lands simply can’t be reprinted enough. Kudos to WotC for finally getting me to say something positive about a precon mana base.

Vigor (reskinned as Heralds of the Shredder) and Steelbane Hydra both show up here as solid green creatures with a price tag of $20 and $11, respectively.

Note that a bunch of other cards that fall outside the $2 bracket are still worth mentioning, like Vanquish the Horde, Blasphemous Act, Together Forever, and a few extra dual lands. There’s also a pizza-themed Sol Ring, and I’m not sure whether to boo or clap.

New Cards

Normally I’d speedrun this section for multiple decks, but I’ve got some extra space, and this deck has a ton of new cards overall, way more than the average precon. Let’s highlight some of the new prints I’m most excited about.

Continue? has immediately caught players’ attention as a potential infinite combo enabler and/or cheap board wipe insurance. I’d expect to see it in sacrifice decks, but you can also run this if your deck is somehow full of both creatures and wraths.

Endless Foot Assault (lol) is Adeline, Resplendent Cathar’s attack trigger on an enchantment, one you can squad up to get multiple times per combat. For just 4 mana, you can drop two of these and make up to six attacking tokens each turn, and it scales up further from there. Looks like a great new addition to Isshin, Two Heavens as One, or literally any deck that wants to get opponents dead.

Krang, the All-Powerful doubles draw triggers and gets huge in a hurry since it doubles its own +1/+1 counter production, and it triggers when any player draws two cards. I’m looking at things like Niv-Mizzet, Parun and Psychosis Crawler to pair with this.

Electric Seaweed is a reference to a notoriously difficult underwater section in an old TMNT game, and it makes for a very strange defender creature. It’s kind of Massacre Girl, if Massacre Girl were an electrified coral reef or whatever.

Fast Forward is Disrupt Decorum for an extra mana, but sometimes for half the cost. Big fan of goad, love to see it.

Shellshock is exactly what I want removal to look like in Commander. It reminds me of Grasp of Fate and Windgrace's Judgment, though it’s much worse at dealing with larger creatures. Still, the triple Mutagen creation is probably worth it.

Level Up looks pushed to me, though it’s strange we just got Seismic Tutelage, and this is the same card for half the price. Both Voltron and generic +1/+1 counter decks can use this to make a creature massive and start to draw cards at some point.

Rocksteady, Mutant Marauder partners with Bebop, Skull & Crossbones, but I expect to see Rocksteady on its own much more often since it’s an easy persist combo enabler, à la Good-Fortune Unicorn, Renata, Called to the Hunt, etc.

Super Combo caught my attention as the rare green removal spell that can actually take out multiple threats. It’s got Setessan Tactics vibes, but it’s much safer and only requires one large creature to use it effectively.

Arcade Cabinet is the mandatory counter doubler that I’m obligated to mention, and the initial counter distribution ain’t half bad either.

Coin of Mastery is really intriguing to me. It’s totally fair Treasure generation, and it heavily rewards you for using artifact mana to cast your creatures, whether that mana comes from Treasure, rocks, or artifact mana dorks. The more artifact mana you use, the bigger your creatures get.

Big Apple, 3 a.m. and Hidden Hideout are two new utility lands worth shouting out. We rarely see token generation as good as the effect on Big Apple; normally, you’d pay this amount of mana for a single 1/1, but this creates up to three tokens at once, all while providing decent (but slow) mana fixing early on. Hideout is part Path of Ancestry, part Witch's Clinic, though the counter restriction means it doesn’t slot into just any old deck. It’s still a great mana fixer for a 5-color deck.

The Verdict

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.

But sure, the TMNT deck gets a pass for me, since I think there’s enough innovative and powerful design to grab my attention, even if most of it is covered in cheese or hiding in a turtle shell. Plus, they really pushed the mana base for once, so I have to give them points for that.

Commanding Conclusion

Dimension X Pizzasaur - Illustration by Xavier Ribeiro

Dimension X Pizzasaur | Illustration by Xavier Ribeiro

If they’re going to insist on pushing out endless Universes Beyond products, the least they could do is let this TMNT deck be the bar. It’s strong, it has a lot of intriguing and useful cards, and it’s internally very consistent and customizable. Assuming reskinning it as an in-universe product is out of the question, I can’t ask for too much more from the deck.

Sale
Magic: The Gathering | Teenage Mutant Ninja Turtles - Commander Deck - Turtle Power! | Collectible Trading Card Game
  • TAP INTO TURTLE POWER—Magic gets a quadruple dose of mutagenic mayhem as the Teenage Mutant Ninja Turtles make their debut on the battlefield!
  • PARTNER WITH ALLIES AND BUFF YOUR TEAM—Unleash mutagenic mayhem and battle your friends in Commander, Magic’s most popular multiplayer format.
  • INCLUDES 43 NEW CARDS—This 100-card ready-to-play Commander deck introduces 43 never-before-seen cards to Magic: The Gathering
  • CONTENTS—100-card deck with 43 new cards, 1 deck box, 10 double-sided token cards, 1 strategy insert, 1 reference card

Turtle Power! gets a thumbs up from me, though even in my endless attempt to be as positive as I can about all things Magic, I can’t help but be personally turned off by the fact that this is, at the end of the day, still a shlocky Teenage Mutant Ninja Turtles crossover product. If this were all reskinned as some sort of extra Lorwyn Eclipsed precon instead, I’m sure I’d be all over it. Oh well, UB gonna UB.

Are you picking up Turtle Power!? Do you plan on upgrading it, or are you scrapping it for parts? How do you feel about the TMNT x MTG crossover in general? Let us know in the comments down below or in the Draftsim Discord, and check out our Newsletter to stay up to date on the latest MTG news.

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