Today, we are doing my second list of top cards from the TMT set.
I often do these for a few weeks after each set is released, rounding up the best cards for all the kitchen table brewers out there. These are cards that would be good in casual formats whether you're playing one-on-one or at a multiplayer table -- from Commander and Five-Color to Type Four, Peasant, and even Pauper.
I've been writing these for decades. Originally, they were top tens but sets have more cards than ever in recent years, so I've expanded to cover 20 per roundup.
Cards are much more powerful than they used to be, too. Here's some of the most fun, most broken Teenage Mutant Ninja Turtles cards for casual players.
Honorable Mentions
Armaggon, Future Shark
My first honorable mention is one of the set's best cards for multiplayer formats. Armaggon, Future Shark is a 9/6 Legendary Shark Horror Mutant.
He costs ![]()
to get on the board but, on arrival, he can destroy up to three Creatures. Other low-mana targeted removal like Decimate or Hex lacks that "up to" wording, so you may destroy your things or not have enough targets at all.
Here, that isn't the case. In Type Four's infinite-mana, one-spell-per-turn environment, you can fire this off on an opponent's first turn right after they drop their dork, since it has Flash.
With more opponents and fewer chances for anyone to have a free answer at the exact right moment, this becomes even more oppressive and reliable.
Chrome Dome
Next up is this fun two-drop Artifact Ninja, Chrome Dome . He's small but mighty, so perfect for an honorable mention.
He's just a 1/3, but his ability to boost our other Artifacts makes him a great play. While he's on the board, other Artifact Creatures we control get +1/+0.
Then you get to the real payoff. For 5 mana, and importantly without tapping, you can keep copying an artifact you control. The token has haste and gets sacrificed at end step. That means immediate value from things like Solemn Simulacrum, extra mana from rocks like Sol Ring, and steady cards from The One Ring or Esper Sentinel.
Because the ability costs five, it scales fast. Copy something that taps for five like Gilded Lotus and you can loop it for free, generating infinite Enter the Battlefield and Sacrifice triggers. Step up to six with Chromatic Orrery and that turns into infinite mana.
It is a lot, and being colorless means it fits into any deck.
Best TMT Cards for Casual Play
If you're looking to build casual decks that are lots of fun to play, these are the TMNT cards you'll want to include.
20. Kitsune, Dragon's Daughter
This 6/6 Legendary lady kicks off our list, and she's a 6/6 for six (![]()
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) with Vigilance. Kitsune, Dragon's Daughter comes with a Titan-style cost and trigger, and whenever she enters or connects, you get to swap control of two Creatures from two different players.
In a duel, that's pretty strong. You can trade your worst creature for their best and even snag an untapped blocker to push damage through. In multiplayer, it gets even spicier. You can broker deals by swapping opponents' Creatures with each other, make a few "friends," or just make sure you're walking away with the best thing on the table.
And as a potential Commander? Yeah, I hear you.
19. April O'Neil, Hacktivist
April O'Neil, Hacktivist is another Legendary Creature in Blue. She's a four-drop 1/5, so pretty good for defense.
The good thing about April is that at the end of our turn, she lets us draw mad cards. We get to draw a card for each card type among our spells for the turn. Of course, that doesn't count Land or free drops, but still.
Playing her alongside cards like Solemn Simulacrum or Bident of Thassa that count as two card types here can really push refilling our hand each turn.
18. Triceraton Commander
Next up is this fun one. Triceraton Commander comes in at double X plus ![]()
, giving us a 2/2 Dinosaur with Flying. When it enters, we'll make X 2/2 Dinosaur tokens to go wide right away.
Then when it attacks, it pumps all our Dinos with a +1/+1 counter and gives them Flying for the rest of the turn, which can end games out of nowhere.
This fits nicely into a bunch of brews - Dinosaur, Tokens, even as a mana sink in Ramp, and more. Welcome it and embrace it too.
17. Rat King, Verminister
I adore this two-drop Rat Brew Commander especially when it comes to leading a deck.
Rat King, Verminister is a just a 1/1 body and not even a Noble despite that "King" name, but there's a lot going on here.
At the end of our turn, if anything we controlled left the battlefield, we get a free 1/1 Rat and toss a +1/+1 counter on him too, so he grows while going wide.
Then we can tap him at any time, not just at Sorcery speed, to sac three Rats and recur all cards with the same name from our graveyard to the battlefield tapped. That's solid in normal non-Highlander brews, and then downright crazy with stuff like Relentless Rats that let you run any number.
All of that is mad fun for casual decks, and don't forget, the Creatures you bring back don't even have to be Rats either.
16. Savanti Romero, Time's Exile
Savanti Romero, Time's Exile sees us pay ![]()
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for a 4/4 Legendary Black Demon Wizard with Trample, and it comes with a pretty clunky set of abilities.
At the beginning of combat, you'll toss a +1/+1 counter on it, so you'll want to play it before combat to get that value right away.
Then you can pay life equal to the number of counters on it to draw that many cards. Note that this counts all counters, not just +1/+1 counters, which is nice.
15. South Wind Avatar
Number fifteen, South Wind Avatar.
For ![]()
, we get this strong death trigger engine who is a 3/4 Snake Spirit with Deathtouch on its own.
As our Creatures die, we gain life equal to its toughness; whenever we gain life, each of our own opponents loses one. Kind of like a reverse Angelic Chorus.
Since Orzhov
/
adores life gain and toughness matters too, both are great. Casual players have always adored life-gain brews.
14. Raph & Leo, Sibling Rivals
Raph & Leo, Sibling Rivals is a three-drop 2/4 Boros Legendary with a hybrid
/
cost, and they come with one simple but deadly attack trigger. The first time they attack each combat, you get to untap one or two attackers and then swing again, basically giving you a mini Relentless Assault that untaps.
You can chain multiple attack triggers this way, which makes them super fun in aggressive decks. Ever since Aggravated Assault gave us a permanent with a Relentless effect, this sort of thing has become a casual favorite.
13. Raphael, Ninja Destroyer
Raphael, Ninja Destroyer is a four-drop 4/4 mono-Red Legendary with a "must block" ability that makes him a nightmare for opponents. He also has Enrage, letting you turn damage dealt to him into free Red mana that lasts until the end of your turn.
You can get even crazier with mana-savers like Upwelling to keep it around longer, or instant mana sinks like Firebreathing or Comet Storm to make the most of every point of mana.
12. Raph & Mikey, Troublemakers
These troublemakers come in as a 7/7 for seven, in Red or Green. Raph & Mikey, Troublemakers have both Trample and Haste, so you can swing right away.
They also have a killer attack trigger: when they attack, you dig through your library until you find a Creature and put it onto the battlefield tapped and attacking. Everyone loves free Creatures in casual or Commander games, and these two make it even better by being repeatable and super easy to swing with.
11. Don & Raph, Hard Science
Don & Raph, Hard Science is an Izzet (Red/Blue) three-drop that you can pay for with
or
. It's okay in size at 2/4 with Menace, giving them a little evasion to sneak damage through.
Their attack trigger lets you cast your next non-Creature spell with affinity for Artifacts. That can get nasty fast, think Artifact Lands, Mana Rocks, Equipment, or other dorks.
Sure, you have to swing with a non-Haste creature, so opponents get a turn to respond unless you've got Lightning Greaves, and the trigger is once per turn and limited to what you can cast. Even so, it's still a seriously strong effect that can swing the game in your favor.
10. Donatello, Gadget Master
Kicking off the top ten is Donatello, Gadget Master. For ![]()
, we get a 3/2, or we can choose to sneak him out for ![]()
if we have a creature to lose.
Whenever he deals damage, you can make a token copy of any Artifact, and you can do this multiple times as the combat triggers go off.
This pairs perfectly with sneaky attacks, and casual players like me love making copies of Artifacts. From Arcane Signet to Ornithopter of Paradise, there are tons of options to duplicate and get extra value.
9. Raphael, the Nightwatcher
Raphael, the Nightwatcher also makes the cut. He is a Legendary 2/3 for ![]()
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; like other Turtles, he can sneak. This time for ![]()
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.
Raphael gives all our attacking dorks Double Strike, which is huge. That double strike means they deal multiple damage triggers to opponents, which is perfect in Ninja Brews or with Shadowmage Infiltrator. Honestly, we don't care much about them defending either, offense is the fun part here.
Add Trample into the mix and damage gets through twice if they are chumped. Add Deathtouch and you are killing twice. Stack both and suddenly you have a full-on combat machine. It even works on Raphael himself, so faster triggers and more kills are all on the table.
8. Turtle Van
Turtle Van is a three-drop Vehicle with a Crew cost of one, coming in as a sturdy 4/4.
When it swings, we can put a +1/+1 counter on a dork that crewed it. If that creature is one of the three kindred types in this set (Mutant, Ninja, or Turtle), we can double all +1/+1 counters on it. Getting counters and doublers this easily on a three-drop 4/4 colorless Vehicle is next-level good.
Even if your Commander is a changeling, Vehicles still count as all three types, so those +1/+1 counters keep stacking. It's so versatile.
7. Shark Shredder, Killer Clone
Shark Shredder, Killer Clone is a very fun, strong "big bad." We can play him out for four or sneak him for five. He's a 4/4 with First Strike and one of the best combat triggers in the set.
When Shark Shredder deals combat damage to a player, you can put up to one target creature card from that player's graveyard onto the battlefield under your control tapped and attacking that player. Basically, this lets you Reanimate one of their dorks right into combat against them.
Since this Shredder has First Strike, the Creature will arrive and start attacking after damage is dealt, unless it also has First Strike. You can easily finish off opponents with their best Creature or even a few of them. Throw in Double Strike and it gets even crazier, triggering Enter-the-Battlefield abilities and damage triggers. That creature also won't leave at the end of turn.
6. Sally Pride, Lioness Leader
Sally Pride, Lioness Leader is a Legendary Cat Mutant Rebel that costs ![]()
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.
This five-drop 2/4 is a go-wide token leader in Legendary form. When she enters the battlefield, she creates a ton of 2/2 red Mutant Creature tokens equal to the number of non-token Creatures you control.
Fans love tokens and doublers, and going wide is always fun, especially when you can blink ETB effects in white. That alone earns her a spot on the list.
Then, when Sally Pride attacks, she puts a +1/+1 counter on each creature you control, keeping the pressure up even more. I also love her name as a leader too.
5. Donatello, Mutant Mechanic
Donatello, Mutant Mechanic is a four-drop 3/5 Blue Legendary dork can tap to put three +1/+1 counters on any Artifact you control. It does not even have to be a Creature at first and becomes a 0/0 Robot in addition to its other types.
This ability can only be used at Sorcery speed, but that is fine.
Then, whenever one of your Artifacts with counters dies, you can move those counters onto another Artifact or Creature you control. Counters keep flowing and value keeps stacking. Right? Right!
4. Michelangelo, Weirdness to 11
A fun, Green Legendary dork that cares about +1/+1 counters is next up. Michelangelo, Weirdness to 11 arrives with a Mutagen token and then as +1/+1 counters arrive on anything? You get another +1/+1 as long as he's in play.
That's great on its own, and who doesn't love free +1/+1 counters, Mutagens, or tokens, especially on a cheap two-mana body?
3. Krang, Master Mind
Krang, Master Mind is an eight-mana Legendary leader with a modest 1/4 body that doubles as an Artifact dork.
With affinity for Artifacts, he can be cheaper to cast in the right deck. When he enters the battlefield, you can draw up to four cards if your hand is low, giving a nice burst of card advantage.
His power scales with the number of Artifacts you control, making him a strong presence on the board, even if he doesn't have evasion. Not bad, eh?
2. Krang & Shredder
Our only Dimir (
/
) card in this roundup is Krang & Shredder.
This is a strong card already, as a 6/7. But, whenever it enters or attacks, each opponent has to exile a card from the top of their library until they exile a nonland.
In our end step, if something left play on our side? We get to cast one exiled thing for free. Free stuff from the Command Zone again, but this time it's not something we planned or added to our brew, it's our foes'. Also, it says we may, not that we must. That's why this is such a top-ranking card for me.
1. Slash, Reptile Rampager
Taking the number one spot this time is Slash, Reptile Rampager.
This fun five-drop 7/5 variant of the game-winning Purphoros, God of the Forge lands on a Legendary body. When creatures enter under your control with its Alliance ability, Slash shocks each opponent just like Purphoros, God of the Forge.
And whenever he attacks, you get a free 2/2 red Mutant token which can trigger him again. Big, splashy, and obviously he belongs in your deck too.
And there we go! Thanks for reading and checking these out too! See you next week for more.






























