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Top 20 TMNT Cards - Round Five

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Today, we are doing my fifth and final list of top cards from the TMT set.

I often do these over the course of several 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 solo Top 10 lists, but sets have more cards than ever in recent years. So, I've expanded to cover roughly 20 cards 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.

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. Lessons from Life

Lessons from Life

Lessons from Life is a four-cost Sorcery in Simic (ug) that has us drawing three cards and putting a Land from our hand into play tapped. We've already seen this on a similar spell, Urban Evolution, at five mana, and this is one mana cheaper. I don't like that the art is self-referential with folks playing MTG, but the card's impact and value speak for themselves.

19. Casey Jones, Jury-Rig Justiciar

Casey Jones, Jury-Rig Justiciar

Casey Jones, Jury-Rig Justiciar is a two-drop 2/1 Legendary Creature with Haste. When it Enters, you get to dig through the top four cards of your Library and put an Artifact from among them into your hand. That's good card advantage and it can grab any Artifact, from mana rocks, to utility, and more. It's like an Artifact Impulse on legs. Casey is also a pretty good Blink target if you're playing a good number of Artifacts in your build.

18. General Traag, Heart of Stone

General Traag, Heart of Stone

Next up we have General Traag, Heart of Stone. It Enters and lets you sacrifice an Artifact to hit a Creature for 4 damage. He also has a 4/3 Trampling body. He's basically Flametongue Kavu (FTK) with a better body and costs one more mana. As an Artifact, he is a bit more vulnerable to removal, but he makes up for it in other ways.

FTK entered and had to deal its damage, so if our opponent didn't have anything to target, we couldn't drop it without hurting our stuff. Traag only deals the damage if you choose to sacrifice an Artifact, so you can simply drop him and not sac an Artifact to add to your board presence without dealing the damage.

Red also has tons of Artifacts you want to sac, from Solemn Simulacrum to things showing up later on this list.

17. Dream Beavers

Dream Beavers

Dream Beavers is a one-drop 1/1 Flyer. It gives you a Scry 1 when it Enters, and then drains a life from each opponent. It's a solid inclusion for all kinds of decks. It's a great cheap Creature to sac and bring back in Aristocrats and in decks like Shirei, Shizo's Caretaker.

16. Casey Jones, Vigilante

Casey Jones, Vigilante

Casey Jones, Vigilante is a three-drop 4/3 with an Enters ability to draw three cards. Then, during our next upkeep we discard three cards at random. If we're able to cast everything we want to, that's not a bad deal. It also works pretty well with Graveyard recursion like Crucible of Worlds. Discarding cards in Red is more often an upside than a downside, so I could see this seeing a good amount of play.

15. Donatello, Way with Machines

Donatello, Way with Machines

Donatello, Way with Machines is a three-mana 1/2 with Flying that gains a +1/+1 counter whenever an Artifact you control Enters. There's a whole host of great Artifacts to play, and a cheap, evasive threat that grows by playing your deck as intended is extremely welcome.

14. Mouser Foundry

Mouser Foundry

Mouser Foundry is a two-drop Artifact in Red that creates a 1/1 Colorless Robot Artifact Creature token when it Enters or Leaves. You can pay 4r to sac this to Lightning Bolt a Creature.

This is a solid inclusion for brews including Artifact Graveyard recursion, like Goblin Welder or Academy Ruins. Artifact Recursion and Blink strategies love cards like Mycosynth Wellspring that gives you a benefit when they Enter and Leave, and this fits right in.

13. Novel Nunchaku

Novel Nunchaku

Novel Nunchaku is a three-drop Equipment in Green that grants +1/+1 and Trample. When it Enters, it equips for free to a Creature and has it Fight a Creature an opponent controls. It has a normal Equip cost of three, but the main draw is the free Equip and built-in removal.

12. Quintessential Katana

Quintessential Katana

Quintessential Katana is next up. It's a one-mana White Equipment that equips for 2 or Equips for free when a Ninja Enters under your control. The equipped Creature gets +1/+1 and untaps and gains you 2 life whenever it deals combat damage. The untap is a pseudo-Vigilance effect, and it's great on an Exerted Creature to have your cake and eat it too. The life is also a nice bonus.

11. The Last Ronin's Technique

The Last Ronin's Technique

The Last Ronin's Technique is a four-cost Instant with Sneak for 1w. It Creates a trio of White Ninja Turtle Spirit Creature tokens. They don't have Flying, but if you pay the Sneak cost they do arrive tapped and attacking. I love this in token strategies, aggro, as emergency Planeswalker defense, or Ninja and Spirit brews.

10. Mind Transfer Protocol

Mind Transfer Protocol

Mind Transfer Protocol costs three mana for an Instant-speed trick that turns one of our Artifacts or Creatures into a 4/5 Artifact Creature. And it draws us a card, so isn't even card disadvantage when we cast it. You can cast it just to "Cycle" and draw, as a way to pump up an unassuming Creature to ambush an attacker, or save a Creature from damage-based removal.

9. Metalhead AND Bespoke Bo

Metalhead
Bespoke Bo

Next up are these Artifacts with Enters abilities that bounce something to its owner's hand. Metalhead is a 4/4 Blue Artifact Creature with a Red activated ability. When it Enters, you get to bounce an Artifact or Creature, and then you can pay a r and sacrifice another Artifact to put a +1/+1 counter on Metalhead and give him Menace and Haste.

Bespoke Bo is an Equipment that Enters and bounces any non-Land permanent. It Equips for 3 and grants +2/+1 size and Vigilance to the equipped Creature.

8. Anchovy & Banana Pizza

Anchovy & Banana Pizza

Anchovy & Banana Pizza is an Artifact Food for 2bb. It has an amazing Enters ability of Murder, like Nektrataal but for any Creature. It's a Food, so you can sac it for three life. Being an Artifact means you can recur this with Academy Ruins, and you can Blink it for mad value.

7. Michelangelo's Technique

Michelangelo's Technique

Michelangelo's Technique is a five-cost Sorcery with Sneak for 3g. When it resolves, you get to dig eight cards into your Library then play two Creatures with total mana cost six or less from among them. You aren't getting much of a discount mana-wise, even if you get to cast it for the Sneak cost, but getting to look eight cards deep for potentially two Creatures can be a pretty big game depending on what you find.

6. West Wind Avatar

West Wind Avatar

West Wind Avatar is a seven-mana 7/7 with Trample. When he Enters or attacks, you can sacrifice a token or Land to gain three life. Then at the beginning of your end step, if a permanent left the battlefield this turn you get to draw a card.

Gaining life, sacrificing stuff, and drawing cards is a lot of value for an Aristocrats. I think this will be surprisingly good when you try it out. Plus, it's in the color of Ramp and Tooth and Nail.

5. Ray Fillet, Man Ray

Ray Fillet, Man Ray

Ray Fillet, Man Ray is a 3/3 Flyer that Enters and Creates a Mutagen token. You can pay 2 to remove a +1/+1 counter from a Creature you control and draw a card. If you play it a deck that can regularly put +1/+1 counters on your Creatures, this could be a pretty good card draw engine.

4. Leatherhead, Swamp Stalker

Leatherhead, Swamp Stalker

Leatherhead, Swamp Stalker is a potent 5/4 Green legendary Creature with Trample. It's called "Swamp Stalker," so I wish it had Swampwalk. It Enters with a Hexproof counter to shutdown interaction from our opponents.

When it deals combat damage to a player, you can pull off a counter off of her to destroy an Artifact or Enchantment that player controls. You can remove any kind of counter to pay for that ability, it doesn't have to be her Hexproof counter!

3. Turtle Lair

Turtle Lair

Turtle Lair is an Uncommon Land that taps for Colorless mana, but can also tap for mana of any color to cast Ninjas or Turtles. For 3, you can tap it and make a Ninja or Turtle unable to be blocked this turn. It's a much more narrow take on Rogue's Passage, but I'd play them both in the right build.

2. Raphael, Most Attitude

Raphael, Most Attitude

Raphael, Most Attitude is a four-drop 4/3 with Menace. He has a brilliant Alliance ability that exiles the top card of your library when another Creature you control Enters. Then, when he attacks, you can play cards he's exiled until the end of the turn. The good news is that's all cards, which means you can play Lands too.

1. Turncoat Kunoichi

Turncoat Kunoichi

Turncoat Kunoichi is a three-drop 3/2 Creature. Its base color and identity is White, but it's got a Sneak cost of 2wb. When it enters, we can exile an opponent's Creature until this leaves the battlefield, unless the Sneak cost was paid. In that case it's gone permanently.

Honorable Mentions

Pain 101

Pain 101

Pain 101 gets our first honorable mention. It gives one of our Creatures Deathtouch for the turn to trade with anything out of nowhere. When it dies, it comes back to the battlefield tapped. It's another entry in a similar suite of spells that's great for retriggering Enters abilities on utility Creatures like Mulldrifter.

Karai's Technique

Karai's Technique

Our final Honorable Mention is Karai's Technique. This three-cost Sorcery has Sneak wb. It can be a Giant Growth, an Ulcerate or both. Casting this at Sorcery speed is fine, but imagine the blowout if you get to cast it for it's Sneak cost.

Conclusion

There we go! I hope you enjoyed Round Five of the most exciting Casual cards in Teenage Mutant Ninja Turtles. Until next time.

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