Colorless cards are usually the toughest part of any Commander review, well, at least for me. They exist outside identity. Outside philosophy. And more often than not, they feel like support pieces rather than stars. However, in Teenage Mutant Ninja Turtles, that "support" is exactly the point.
Because this is where the tech lives. The machines. The lairs. The tools that turn a good plan into a winning one whether for Foot Clan or our Heroes in a Half Shell. And in this set, the Artifacts and Lands aren't just solid, they're also thematic as these cards represent the tech, the gear, and sometimes the baddies too.
All Systems Online - Krang, Utrom Warlord
There are big Artifact payoffs. And then there's this. Krang, Utrom Warlord isn't only a large, nine-mana 9/9 behemoth that smashes face - he's also an Artifact Creature lord.
Flying, Trample, Indestructible, Haste. Already absurd, right? But then Krang gives all of that to your other Artifact Creatures.
What this effectively does is turn every Artifact Creature in your deck into turtle eating mechanical monsters. Imagine: your small utility Artifacts become evasive attackers. Your midrange threats become humongous colossi of war. Your late-game board becomes a lethal army that can overrun any paltry defenses you opponents put up.
And the Haste matters more than anything. Giving your entire board Haste removes your opponents' ability to have their turns to react before damage happens.
Another extremely good ability Krang, Utrom Warlord grants is indestructible making you nigh impossible to stop.
Yes, this big baddie costs nine mana. But in Artifact decks where mana rocks are aplenty, that's not as unrealistic as it sounds. And when Krang Lands, it has the potential to end the game in one combat step.
Cards that Synergize with Krang, Utrom Warlord
- Chrome Dome - An Artifact lord that can create a copy of your other Artifact Creatures.
- Cryptothrall - Protects your Artifact Creatures from targeted spells or abilities.
- Mycosynth Golem - Can break the game if you have enough critical mass on board.
Built Different - Technodrome
Technodrome is an artificer's dream. I has a low cost, has relevant keywords in Trample and Reach, and can grow bigger while netting you card advantage. The only downside is that it can't attack or block if its power is below six. Not a problem at all, in my book. The hot sauce for me is that It can sacrifice Artifacts to draw cards and gain +1/+1 counters. So, it can slot in well in +1/+1 counters, Artifacts, and Aristocrats shell really nicely.
In Artifact-heavy decks, sacrificing expendable pieces: Treasures, Clues, Food, heck even Thopters are all fodder for Technodrome. Over time, Technodrome becomes a larger threat while still being an efficient sacrifice and card draw engine.
All in one slot.
It also plays extremely well in grindy games. The longer the game goes, the more resources you have to feed into it, and the more dangerous it becomes.
Cards that Synergize with Technodrome
- Iron Spider, Stark Upgrade - Plays well with the +1/+1 counters from Technodrome
- Academy Manufactor - This goes bonkers with Artifact token production.
- Syr Ginger, the Meal Ender - Grows bigger from Artifact Creatures dying and has other fun abilities too!
Storm in a Machine - Weather Maker
Okay, we've seen many forms of the three-mana value mana rock. They come in all shapes and sizes, the last good one was Bender's Waterskin from the Avatar: The Last Airbender set. But what makes Weather Maker good is its flexibility.
Sure, this can tap for any color but if you remove two charge counters from it you can get two colorless mana. Oh, Worn Powerstone does this better? But can Worn Powerstone deal 3 damage to any target? Yep, Weather Maker can. There are two ways to get more counters on this mana rock: Landfall and Proliferate.
Again, the flexibility is what makes this card shine.
Early game, it fixes your mana. Midgame, it accelerates your plays. Late game, it becomes repeatable removal or even part of an infinite damage combo loop.
It also rewards consistent Land drops, which means it slots into decks already built around ramp or Land-based engines. And because the abilities are modular, you're never locked into one line of play. It adapts as the game evolves.
Cards that Synergize with Weather Maker
- Crucible of Worlds - Lets you play Lands from the graveyard to keep the engine running.
- Contagion Engine - Proliferate... twice!
- Sculpting Steel - Why not have two Weather Makers???
Home Field Advantage - Turtle Lair
At first glance, this looks like a simple utility Land but it's not. Turtle Lair does three important things: fixes your mana for Ninja and Turtle spells, provides unblockable access for key Creatures, and occupies a Land slot instead of a spell slot.
Like Rogue's Passage has proven, unblockable on a Land is a hard thing to deal with. But, the great thing about Turtle Lair is that in the right kindred or typal deck (Ninjas or Turtles) it produces any color of mana.
It also synergizes extremely well with cards that care about combat damage triggers, turning this into a consistent enabler rather than a situational tool.
Cards that Synergize with Turtle Lair
- Yuriko, the Tiger's Shadow - Guarantee your trigger every turn.
- Satoru Umezawa - Like Yuriko, this lets you trigger his ability more easily.
- Heroes in a Half Shell - Five-color legend that has a great effect from dealing combat damage? Feels like Turtle Lair was made for this card...
Insert Coin, Double Value - Arcade Cabinet
This is a combo piece. I am certain of it. Just read the text, dude.
When Arcade Cabinet enters, it distributes +1/+1 counters across up to four Creatures.
That's already solid. But the real power is in the second ability. Pay
, tap, sacrifice a token: Double the number of counters on a target Creature.
That turns this from a simple support piece into a win condition. In token-heavy decks, this becomes a way to convert resources into big power, and, depending on the counter, can also fit in a combo piece too.
It also plays extremely well with wide boards. Distributing counters early, then consolidating them later, gives you both early pressure and late-game finishing power.
And because the doubling effect stacks, it doesn't take many activations to reach absurd numbers.
Cards that Synergize with Arcade Cabinet
- All Will Be One - Big damage from the doubling effect.
- Doubling Season - Becomes Quadruple season...yes?
- Terrasymbiosis - Gives you card advantage for putting counters on stuff.
The Machines Behind the Mayhem
What makes the Colorless cards in the Teenage Mutant Ninja Turtles Magic: The Gathering set stand out is how splashable they are in different builds. Flexibility and utility are the name of the game for the cards above... With the exception of Krang, Utrom Warlord as that Creature just smashes face so hard.
When villains and heroes are evenly matched, sometimes, the difference between winning and losing... is just having the better machines.
If you haven't yet take a look at the best cards for Commander from the TMNT set broken down in the lists below:
- The Best Commanders to Build Around from the TMNT Set
- The Best Multicolored Cards from the TMNT Set for Commander
- The Best Blue Cards from Teenage Mutant Ninja Turtles for Commander
- The Best White Cards from Teenage Mutant Ninja Turtles for Commander
- The Best Black Cards from Teenage Mutant Ninja Turtles for Commander
- The Best Green Cards from Teenage Mutant Ninja Turtles for Commander
- The Best Red Cards from Teenage Mutant Ninja Turtles for Commander























