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The Best Green Cards from Teenage Mutant Ninja Turtles for Commander

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Heroes in a half shell have invaded the singleton shell of Commander but you already knew that if you read my other article about the best red commander cards from Teenage Mutant Ninja Turtles.

If you grew up watching the Teenage Mutant Ninja Turtles argue about pizza toppings between karate kicks, then this fresh from the oven Magic: The Gathering Universes Beyond set feels like a dream come true.

The TMNT MTG set also brings several new Green cards that slot well into Commander decks and you guessed it: these play well with creatures!

Green might not be the first color you associate with ninjas skulking through the sewers, but mechanically it fits the theme of mutation and big creatures crashing into battle.

So today, we're covering the best green Commander cards from the TMT MTG set.

Strange Artifact Synergy for Green - Party Dude

Party Dude

Class enchantments are sooo back (well, okay they never really left)! And this one is a bit weird... but, read on.

When Party Dude enters the battlefield, you create a Food token. That's already a nice little value play, especially in Commander where artifact tokens (*cough* Treasures) tend to accumulate quickly. Things get more interesting at later levels though.

At Level 2, you draw a card whenever an artifact is put into a graveyard from the battlefield. In Commander, artifacts are constantly being sacrificed, cracked, or destroyed, so this ability turns into a steady stream of card advantage. Trust me, this will happen more than you think. Level 3 is just a massive power boost that can take an opponent out!

Pro tip - look for cards that give your opponents artifacts so you can truly be called a Party Dude.

Cards that Synergize with Party Dude

Bloodvial Purveyor
The Great Henge
Genesis Chamber

  • Bloodvial Purveyor - Dipping in Black gives you a well-statted Vampire that gives your opponents Blood tokens regularly.
  • The Great Henge - Keeps your hand well-stocked to dole big +X/+X from the Level 3 ability.
  • Genesis Chamber - A weird card from Battlebond that gives your opponents artifact creatures.

Sneakily Cheating Creatures Into Play - Michelangelo's Technique

Michelangelo's Technique

Green loves cheating creatures onto the battlefield, and Michelangelo's Technique delivers exactly that. For 6 mana, you look at the top eight cards of your library and put two creatures with mana value six or less directly onto the battlefield. Sure, it's not as big as See the Unwritten but this is still a big swing in board presence.

But like any good ninja move, the real trick is in the Sneak mechanic.

If you control an unblocked attacker, you can cast it for just 4 mana instead - effectively discounting you 2 mana.

Among the splashier spells in the TMNT MTG set, this one can create explosive turns in creature-heavy Commander decks because you're getting three creatures for one card. I would slot Michelangelo's Technique in a deck with a lot of utility creatures that are lower on the mana value spectrum to increase the chances of getting two hits when you resolve this sorcery.

Cards that Synergize with Michelangelo's Technique

Fierce Empath
Eternal Witness
Reclamation Sage

+1/+1 Counter Engine - Michelangelo, Weirdness to 11

Michelangelo, Weirdness to 11

If you enjoy +1/+1 counter strategies in Commander (like many a Green mage does), Michelangelo, Weirdness to 11 might be one of the most interesting Green build-arounds from the Teenage Mutant Ninja Turtles MTG set.

When Michelangelo enters the battlefield, you create a Mutagen token, an artifact that can be sacrificed to put a +1/+1 counter on a creature. That's meh utility. The real cool stuff? Well, whenever one or more +1/+1 counters are placed on a creature you control, that many plus one counters are placed instead.

He's basically a mutated version of Hardened Scales... that costs only 1 mana more, has an enters effect, and is stapled onto a 1/1 body.

In Commander, that means your board can spiral out of control very quickly by abusing his enters effect and his counter-adding ability.

Cards that Synergize with Michelangelo, Weirdness to 11

The Ozolith
Forgotten Ancient
Branching Evolution

  • The Ozolith - Store those counters safely if anything happens to your creatures.
  • Forgotten Ancient - Spread counters across the board and watch them multiply.
  • Branching Evolution - Turn every counter placement into a massive stat boost.

Repeatable Artifact and Enchantment Removal - Leatherhead, Swamp Stalker

Leatherhead, Swamp Stalker

Leatherhead, Swamp Stalker is a big, stompy Green creature that doubles as repeatable removal. He enters the battlefield with a hexproof counter, which makes him annoyingly difficult to deal with. A protected 5/4 trampler for only four mana is no joke in Commander combat.

Also, look at that sweet art.

The real hot sauce is whenever Leatherhead deals combat damage to a player, you may remove a counter from him. If you do, destroy any target artifact or enchantment a player controls.

That means every successful attack becomes targeted removal.

If only you could find a way to keep adding counters to ol' Leatherhead then you can get removal on a stick. A leather-y, monster of a stick. So, uh... proliferate is on the table I guess?

Among the creatures in the TMNT MTG set, Leatherhead seems to be the card that can be easily abused to get multiple removal effects.

Cards that Synergize with Leatherhead, Swamp Stalker

Evolution Sage
Cankerbloom
Michelangelo, the Heart

One of the Best Green TMT Commander Cards - Michelangelo, Improviser

Michelangelo, Improviser

This version of Michelangelo uses the Sneak mechanic, letting you cast him for less if you return an unblocked attacker you control to your hand. But, Mike is not the only one that gets cheated in because whenever Michelangelo deals combat damage to a player, you may put a creature card and/or land card from your hand onto the battlefield.

Green already excels cheating creatures into play, and Michelangelo does this in a unique way. The fact that there is no limit to this effect triggering in a turn means that extra combat steps and double striker can really mean trouble for your opponents.

In Commander, where players often leave openings in combat, this ability can snowball into overwhelming advantage very quickly.

Cards that Synergize with Michelangelo, Improviser

Genji Glove
Fireshrieker
Rogue's Passage

  • Genji Glove - Get two hits in = profit.
  • Fireshrieker - Get two hits in (this time from Doublestrike) = profit.
  • Rogue's Passage - Get that unblockable ability from a hard to deal with land.

Mean Green Fighting Machines

The Teenage Mutant Ninja Turtles set gives us a bunch of great, Green cardboard pieces for our Commander decks. There's a lot to love here and in typical Green fashion, most of it deals with big stompy creatures... or at least growing them to be huge threats.

Maybe it's because the turtles themselves are green-skinned, but these cards seriously punch above their weightclasses.

Growth. Mutation. Big creatures crashing into battle. For me, this sums up what Green cards from the TMNT set brings to the Commander table. And that's super cool to me.

Cowabunga, baby.

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