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The Five Best Rares and Mythics in TMNT Limited

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Teenage Mutant Ninja Turtles has been draft-able on Arena for about a week now. It's clear that there are some very powerful rares, but which ones should be pulling you into their color? Here are five of the best rares and mythics in TMNT Limited.

5. April O'Neil, Hacktivist

April O'Neil, Hacktivist

I haven't gotten to play with April yet, but it warms my soul to see a card like this being good. As a 1/5, April isn't doing much in combat except for blocking quite well. As a card draw engine, she is excellent.

For minimal work, you're almost always going to draw at least one extra card per turn. With a bit of bad luck, you might miss later on, but even that is unlikely. You're unlikely to run out of ways to trigger her, because she's already been drawing you cards. That means that even when you do top-deck a land in the late game, you probably still had some gas left over. When you chain a couple of card types together, let's just say it won't be your life total that is most in danger.

4. Armaggon, Future Shark

Armaggon, Future Shark

Your opponents won't have much of a future if this card resolves. Yeah, getting to eight mana is asking a lot, but this card surely wins the game if you do. It's a three-for-one on the spot, but probably a four-for-one. A 9/6 flash creature is going to block something and survive, almost certainly.

Can your opponents play around it if you leave up eight mana? Maybe. But on turn nine or ten, this can easily look like you drew a land for the turn and have nothing to do. Besides, what does playing around this even look like? They don't attack with their 5/5? Cool, you still get your three-for-one, with a side of Fog. Sign me up! The only down side here is in the top right of the card. Still, a 64.1% win rate suggests that the format allows you to play expensive creatures.

3. Don & Leo, Problem Solvers

Don & Leo, Problem Solvers

That is a pretty straightforward text box, but Don & Leo are doing a lot with a little. A 4/6 Vigilance for five is a reasonable body, but if you have any ETB abilities, this becomes a card advantage machine.

Is this a good time to talk about the fact that an uncommon, Mighty Mutanimals, is the third best card in the set? That's an incredible thing to target with Don & Leo. Imagine being Orzhov (wb) and flickering an Anchovy & Banana Pizza. Even something fairly low-impact, like April O'Neil, Kunoichi Trainee looks a lot better when you get to do it every turn. This is the kind of card that makes your mediocre cards decent, and your good cards incredible.

2. The Last Ronin

The Last Ronin

Is this the best six-mana sweeper of all time? It could be. It's easy to break the synergy of "destroy all creatures" when the same card provides you with a replacement creature next turn. Then, if that creature sticks around, it gets a huge boost and gains you a big chunk of life back. This is a heck of a stabilizer.

The thing about sweepers in Limited is that it's very hard to draft a deck where you don't mind killing your own stuff. It's even harder to draft one where you don't really have any stuff to kill. The old days of Wrath of God being a four-for-one are long gone. This card doesn't care about any of that. Yeah, if you're ahead on board it's a bit of a dead card. You don't need to wait until you're two or three creatures behind, though. You can be happy with killing two opposing creatures to your one if you know you're getting yours back.

1. Sally Pride, Lioness Leader

Sally Pride, Lioness Leader

Last year, I wrote an article about the best Limited bombs since MTG Arena launched. Sally Pride, Lioness Leader would nudge her way into that list if I wrote it today, tying with Liliana, Dreadhorde General for fifth place.

It's easy to see why. On entering, she provides at least 4/6 of power and toughness for just five mana. Realistically it's usually going to be even more. Then, if survives the turn cycle, she pumps the entire team, including herself. She attacks as a 3/5, becoming harder and harder to block every time she can get into the red zone. That isn't going to happen often, though, because the game is going to be over very shortly. Yes, if she dies to removal, it's not great to have spent five mana on a 2/2, but at least you get something. If she doesn't die, you simply win the game.

Conclusion

It's clear that TMNT is a set where rares matter a lot. Even outside this top five list, there are plenty of other bombs that you should be picking highly. This is something to bear in mind if you see a powerful uncommon like Dream Beavers later than you'd expect. Multiple players in the draft could have taken a crazy rare in the same colour, which can lead to some confusing signals.

Almost regardless of signals, you need to value removal highly in this format. With so many bombs flying around, it's important to have answers. It's no surprise to me that Orzhov - the pair with the best removal - appears to be the best archetype.

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