The Pride of Hull Clade - Illustration by Ivan Shavrin

The Pride of Hull Clade | Illustration by Ivan Shavrin

Let’s get it out of the way: This one is turtles all the way down.

Given that turtles are often a cameo creature in most sets and never a typal focus, it took a long time for us to get enough to take a look at all the possible turtle commanders. But now… cowabunga.

With some very liberal bundling, I’ve found a way to talk about all 50 turtle commanders that we have as of Teenage Mutant Ninja Turtles. I just can’t wait for this to go out of date the moment Grand Master Oogway from Kung-Fu Panda joins Magic via a Secret Lair or something.

I should really stop saying things like that, shouldn’t I?

What Are Turtle Commanders in MTG?

Leonardo, Worldly Warrior - Illustration by Nathaniel Himawan

Leonardo, Worldly Warrior | Illustration by Nathaniel Himawan

Magic’s turtle commanders are made up entirely of legendary turtle creature cards, of which there are 50 as of Teenage Mutant Ninja Turtles. Prior to the TMNT set, turtles in Magic tended to have big toughness stats, and many have had abilities that reflect how we tend to think of turtles as the epitome of “slow”.

Honorable Mentions

A pair of creatures mention turtles in their rules text, so you could build around a turtle theme using them.

Spider-Ham, Peter Porker is a catch-all typal lord for a whole zoo of creature types. It’s cheap, but it doesn’t do much for you otherwise.

April O'Neil, Live on the Scene gives you Clue tokens as your mutants, ninjas, and turtles enter, which just gives you another reason to run token doublers. Character select means you’ll often run this April alongside another legendary creature from the Turtle Power! precon, so it’ll functionally be a turtle commander unless you run it with Splinter, the Mentor.

#30. Yidaro, Wandering Monster

Yidaro, Wandering Monster

We just don’t have enough Command Beacon variants to make Yidaro, Wandering Monster and other legendary creatures with cycling or channel abilities enticing. Turn that “if you’ve cycled…” condition into an alternate win condition and then we’ll talk.

#29. The Lion-Turtle

The Lion-Turtle

Even if Secrets of Strixhaven gives us a bunch more lessons, The Lion-Turtle barely gives you anything that you’d want in the command zone. A mana dork that fixes your mana but costs 3 to put on the board isn’t anything to write home about.

#28. Kogla and Yidaro

Kogla and Yidaro

What did I say about commanders that want you to discard them? Kogla and Yidaro is definitely a good support card, and you should run it in other turtle decks. But out of the command zone? No thank you.

#27. Two-Headed Giant Fodder

Here I’m bundling all the TMNT team-up turtles with modal enters abilities, the ones that force you to choose a different player for each one. The design team didn’t write that it had to be an opponent, so if you team up in Two-Headed Giant match, you can get both advantages from these triggers. But if you do that, you’re just a support player that adds an extra 100 cards and potentially a new color to your pal’s (probably much cooler) deck.

These cards are all legendary turtles, and they have an interesting flavor (I feel like they and the character select abilities are inspired by one-to-two-player arcade and early console games). But at the end of the day, these were made to slot into the precon, not lead their own deck.

#26. Gorex, the Tombshell

Gorex, the Tombshell

Is it a hack move to call Gorex, the Tombshell too slow? You won’t want to play your commander until you’ve stocked the graveyard with cards to exile for the cost reduction, but if your opponent exiles Gorex before it attacks, you can’t get those cards back. Others cards with similar effects have fixed the ability by exiling cards and giving them a unique counter, like Tasha, the Witch Queen and its page counters, but Gorex doesn’t have that. It wants to join the game late and frankly doesn’t do much once it gets there.

#25. TMT Commons and Uncommons

Look, these legendary turtles weren’t designed for Commander. They’re here to complete the vertical cycle of Leos, Donnies, Raphs, and Mikeys, and to fulfill the “turtle in every pack” guarantee. Show me one of these that you want to play in the command zone, and I’ll show you an in-universe commander that does something similar, if not better.

#24. TMC Precon Rares

The Teenage Mutant Ninja Turtles Commander precon isn’t as egregious as the likes of Final Fantasy, Fallout, or Doctor Who in terms of the number of legendary creatures that are there to represent a character from the IP, but that would have been nonlegends in an in-universe set. But still, it also has legendary creatures that I just wouldn’t play in the command zone, usually because there’re cheaper options or ones that give me access to more colors.

You can only really play Leonardo, Worldly Warrior once your board is already developed. Donatello, Rad Scientist needs white and costs too much mana. Tokka & Rahzar, Unsupervised is a French vanilla card until you surround it with other cards, unless you want to create a bunch of tokens and hope that your opponents block them or attack into you. Raphael, Tag Team Tough comes closest, but there’s another, cheaper turtle commander with an extra combat ability and more colors.

#23. Donatello, Mutant Mechanic

Donatello, Mutant Mechanic

In terms of card design, Donatello, Mutant Mechanic clearly tells a story of animating artifacts into robots that you send into combat. That’s neat. But it also isn’t going to derail my current plans for a mono-blue artifact deck.

#22. Raphael, the Nightwatcher

Raphael, the Nightwatcher

The problem when you run any sneak creature in the command zone is that your game plan becomes extremely telegraphed. You either have to wait until someone is forced to leave one of your creatures unblocked, or lose out on some kind of perk by casting your commander during your main phase. All that to say, I like Raphael, the Nightwatcher as a double strike enabler, but I prefer it in the 99.

#21. Leonardo, Cutting Edge

Leonardo, Cutting Edge

We’ve already got an Ajani's Pridemate in the command zone: Qala, Ajani's Pridemate to be exact. Leonardo, Cutting Edge is a rare that costs less mana but actively does less to advance your game plan. Pass.

#20. Raphael, Ninja Destroyer

Raphael, Ninja Destroyer

We’ve seen a fair number of mana storage abilities lately between the likes of Ashling, Flame Dancer, Electro, Assaulting Battery, and Ozai, the Phoenix King, but Raphael, Ninja Destroyer needs help to reach their level. Its mana generation is tied to its enrage ability, so you’ll need abilities that buff it or give it indestructible if you want Raph to take a bunch of damage in a turn. You could take something closer to the burn route, where you target Raph with burn spells like you would a Brash Taunter, I suppose.

#19. Michelangelo, Improviser

Michelangelo, Improviser

I want to like Michelangelo, Improviser for the mono-green stompy archetype. I really do. I don’t think it outclasses the current top performers in that space, and I have a bit of a deckbuilding quibble with it. I can’t assume that I’ll get combat damage in easily, so I need to include at least a few equipment or auras or combat tricks or other enablers to give Mikey some evasion, but that cuts into either the number of stompy creatures I can stick into the deck (not great) or my ability to ramp or draw cards (even worse!).

#18. Leonardo, Sewer Samurai

Leonardo, Sewer Samurai

I was initially ice cold on Leonardo, Sewer Samurai, but I think I’ve warmed up to about “tepid”. The main Teenage Mutant Ninja Turtles set surrounds it with 1-power and 1-toughness creatures it can grab, and mono-white has blink cards and airbend to help you to get rid of those finality counters. I just don’t know what all those pipsqueaks are gonna do to lead you to victory.

#17. Mikey & Don, Party Planners

Mikey & Don, Party Planners

Now this is the kind of ability I wish were on a 5-color commander. Mikey & Don, Party Planners should have a decent number of potential creatures to play, but top-deck manipulation and ninjas don’t go well together without flash enablers. Even then, you miss out on ninjutsu, so you’d only be able to sneak from the top of your library at instant speed.

#16. Michelangelo, Weirdness to 11 + Michelangelo, On the Scene

To be reductive: Michelangelo, Weirdness to 11 is Hardened Scales in the command zone. If I were to build around it, I’d slot in The Ooze, Mona Lisa, Ever Adaptable, and some of the other +1/+1 counter and Mutagen cards from Teenage Mutant Ninja Turtles. After that, the deck probably leans on hydras, Bristly Bill, Spine Sower, and other staples of the archetype.

Michelangelo, On the Scene would be a similar deck, though a lot more in the Bristly Bill mold. And at that point, why not just run Bill and use these Mikeys in support?

#15. Taeko, the Patient Avalanche

Taeko, the Patient Avalanche

Let’s be honest with ourselves: We all knew that a Teenage Mutant Ninja Turtles crossover was coming the moment we saw this in Foundations Jumpstart. (Though you’d just be forgiven if you don’t remember every new legend from J25).

Taeko, the Patient Avalanche is built like a ninja commander, or at least a support card: It scries and grows if your creatures leave the battlefield without dying. So airbend, bounce, flicker… oh, right, ninjutsu and sneak are a thing, too. It’s attack trigger also lets you pay a pittance (compared to Rogue's Passage) to make a creature unblockable, which sets up those ninjutsu and sneak abilities perfectly.

#14. Character Select Turtles

These alternate commanders from the Turtle Power! precon are fine. Donatello, the Brains is Peregrin Took without the card draw or the synergy with Academy Manufactor and Nuka-Cola Vending Machine, but it’ll work fine with Thopter token generators. Michelangelo, the Heart would have been broken before designers started to use the term “second main phase” to nerf the potential of infinite combats. Raphael, the Muscle is a damage enhancer that I may need more time on as I start to consider fight spells, punch spells, and creatures that deal noncombat damage like Guttersnipe. Whatever configuration in which you use these, you’re building some kind of token and/or +1/+1 counter deck.

As I said. Fine. But not terribly inspiring.

#13. Tokka & Rahzar, Terrible Twos

Tokka & Rahzar, Terrible Twos

An uncounterable, 2-mana, hybrid-pipped 3/2 with menace. Welcome to 2026 Magic card design. Oh, and it burns players that use cost reduction to cast spells. Medallions? Generic and specific typal cost reducers? Affinity? Convoke? Have fun.

Tokka & Rahza, Terrible Twos doesn’t even need to attack to impact the board, either. Rakdos burn is pretty well established though, and I don’t see it overcoming something like Judith, Carnage Connoisseur.

#12. Slash, Reptile Rampager

Slash, Reptile Rampager

I hate that so many of my thoughts about the TMNT turtles boil down to how they compare to similar existing commanders, but that’s what happens when a new set floods the zone with creatures. Slash, Reptile Rampager follows the line of Impact Tremors (or better) in the command zone. But unlike something like Purphoros, God of the Forge, it can also fuel its own damage.

#11. Don & Raph, Hard Science

Don & Raph, Hard Science

Hmm… Izzet artifacts… with a soupçon of Voltron. I don’t know how good the deck is, but you could definitely have fun with Don & Raph, Hard Science. Load up with artifact token generators and equipment, then choose how you want to use that affinity. X-spells are a solid choice with true win conditions like Crackle with Power among them. Mnemonic Deluge is cool too, especially with impactful spells to copy like Full Throttle.

#10. Mikey & Leo, Chaos & Order

Mikey & Leo, Chaos & Order

I much prefer Mikey & Leo, Chaos & Order in support of another deck, but you can certainly do worse than a 2-mana 2/2. The triggered ability is straightforward and easy to track, so I wouldn’t be surprised if this could be a first commander for any new players that Teenage Mutant Ninja Turtles attracts. You can even focus on Mutagens; the first one you crack every turn becomes a cantrip, so you’re incentivized to save the tokens to guarantee a card drawn each turn cycle.

#9. Heroes in a Half Shell

Heroes in a Half Shell

Now that I’ve had a few months to digest it and get over the, “Yup, another 5-color Universes Beyond typal commander” reaction I had, I can say that I (reluctantly) appreciate the design of this card. Saboteur triggers are the realm of ninjas, while +1/+1 counters and proliferation fit in nicely alongside mutants. You can build Heroes in a Half Shell in lots of different directions, so it’s incredibly flexible. If the grade seems low, that’s probably my product fatigue settling in.

#8. Raph & Leo, Sibling Rivals

Raph & Leo, Sibling Rivals

Just say “extra combats” and my ears perk up right away. Raph & Leo, Sibling Rivals gives us a Boros () extra combats commander that’s cheaper than Aurelia, the Warleader and that isn’t locked into specific creature types like Raiyuu, Storm's Edge. That’s a really, really good place to start. You need to do careful piloting if you run multiple effects at the same time and want to chain combats, because a few of them only trigger during the first combat phase.

#7. Dark Leo & Shredder

Dark Leo & Shredder

This won’t be the most customizable Commander deck until we return to Kamigawa or visit another plane or franchise that adds more ninjas to Orzhov (). That’s not to say that such a deck isn’t doable: We’ve got over 50 cards to consider between actual ninjas, shapeshifters like Changeling Outcast and the Black Market Connections tokens, and non-ninja cards that interact with them or make tokens. You’re in the right colors to go for an Exquisite Blood combo win condition, though you’d have to add lifegain and lifelink enablers for that to work out. This is definitely one for the “neat” and “different” more than the “good” files, at least for now.

#6. Donatello, Gadget Master

Donatello, Gadget Master

As I’m writing this, I’ve got a Leonardo da Vinci deck in the works, and I can’t help but look at Donatello, Gadget Master through that lens. Both are mono-blue artifact commanders with copy abilities; Donnie wants to get into the fray while da Vinci kicks back and lets your tokens do the work.

Blue’s Thopter token generators should make it easily to sneak out Donatello so that you can copy an artifact quickly. Mana rocks or cost reducers like Sapphire Medallion, artifact creatures like Darksteel Colossus, and utility pieces you want to reset like Peter Parker's Camera are all fair game.

#5. Don & Leo, Problem Solvers

Don & Leo, Problem Solvers

Azorius () blink/flicker is nothing new, but Don & Leo, Problem Solvers at least does something that should make it an interesting option. The end step trigger is free and grabs exactly two permanents, an artifact and a creature. Let’s quickly compare with some other Azorius blink commanders:

There’s lots of other options of course, but Don & Leo, Problem Solvers can hold its own in that group.

#4. Raph & Mikey, Troublemakers

Raph & Mikey, Troublemakers

Raph & Mikey, Troublemakers looks primed to be a solid Gruul () aggro commander. It’s like the Nikya of the Old Ways deck, but without the restriction on your ability to cast noncreature spells.

Keep in mind that it’s an attack trigger, which means your cheated creatures enter before the declare blockers step. But if you have Minsc & Boo, Timeless Heroes on board before you cast this commander, you can attack with a hasty, trampling 10/10 the turn it comes down. Gulp.

#3. Leonardo, the Balance

Leonardo, the Balance

I don’t know how many partner or partner with commanders I’d consider running on their own, but Leonardo, the Balance might be the first. Nearly every color identity has interesting options to build a token deck, whether it goes wide with creatures or floods the board with utility. The +1/+1 counter text tells me that Mutagens are the most obvious fit, but I’m curious to see what kinds of decks brewers concoct around this. The character select partner ability is just gravy that gives you consistent access to one of your cards; Donatello, the Brains is my pick in a pure token build.

#2. The Pride of Hull Clade

The Pride of Hull Clade

The Pride of Hull Clade is just fun to conceptualize as your commander. An 11-mana 2/15 just sounds ludicrous, but this turtle has the abilities to back it up. The static cost reduction is really good and can help to mitigate commander tax, though your path to rebuild after a board wipe is rockier than most. The mass card draw that you get when you activate its ability is absurd, especially if you have multiple bootylicious creatures to attack with, and you can set yourself up for a Lab-Man or similar win in no time.

#1. Archelos, Lagoon Mystic

Archelos, Lagoon Mystic

My head canon is that Archelos, Lagoon Mystic is the tortoise that beat the hare in Aesop’s fable, just about a century later. Archelos was one of the most used commanders for a turtle theme prior to TMNT, which makes sense since it has access to all the colors that most pre-TMNT turtles would need. A Sultai () color combination is perfect for a deck that uses the graveyard to play a ton of lands, and Archelos’s replacement effect works nicely to accelerate tap lands. Crew, saddle, station, and convoke abilities are all easy ways to tap Archelos without exposing it to combat, so you could build a niche deck around vehicles, mounts, spacecraft, planets, and more.

But hold on there, whippersnapper! I haven’t even brought up how Archelos’s replacement effect slows down your opponents who rely on Treasure; Chatterfang can’t go off with Pitiless Plunderer if all the Treasure tokens enter tapped.

Commanding Conclusion

Michelangelo, Weirdness to 11 - Illustration by Jason Kiantoro

Michelangelo, Weirdness to 11 | Illustration by Jason Kiantoro

I have to take my share of accountability for this. A couple years before we knew about the TMNT set, I used this exact space to try to engage y’all and ask whether it would be cool to have the Teenage Mutant Ninja Turtles in Magic. Boy, did the finger on the monkey’s paw curl this time (but also, where’s my finder’s fee?).

While TMT and TMC have bloated the sheer numbers of legendary turtles we have, most of the slots are filled by Draft chaff and precon role-players, cards that aren’t designed to come out of the command zone. But you know what else wasn’t designed to come out of the command zone? Literally every commander prior to when Wizards started to support the format. These are just my thoughts on the best turtles to run in EDH, but if you want to build a deck around another turtle commander, who am I to yuck your yum?

Which turtle would you run in the command zone? Am I under- or overrating one of your faves? Let me know in the comments below or over on the Draftsim Discord.

Until next time, stay safe, and as Archelos says, “Life… is not… a race.”

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