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Home » Top MTG TMNT Commander Deck Upgrades for Completing and Solving

Top MTG TMNT Commander Deck Upgrades for Completing and Solving

Emily Smith by Emily Smith
February 25, 2026
in Gaming
Reading Time: 3 mins read
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Top MTG TMNT Commander Deck Upgrades for Completing and Solving
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While the pre-constructed Commander decks for Magic: The Gathering are a good starting point, they’re not perfect. There are many ways to improve each deck, no matter your budget.

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The Teenage Mutant Ninja Turtles (TMNT) Commander deck includes six different Commanders, each representing one of the five mana colors. This makes the deck feel somewhat disorganized and unfocused at times. However, you can make adjustments to give it a sharper, more aggressive style.

The WUBRG Problem

Since this deck is built around all five mana colors, you must choose a Commander that has all five colors on the card. According to Commander rules, your deck can only include the colors found on your Commander, but that doesn’t mean the casting cost has to match exactly.

To satisfy the WUBRG requirement, you can pick the “Heroes in a Half Shell” card or choose Leonardo, the Balance, and pair it with another Commander that features the Character Select ability (a variation of partner). Leonardo has all five mana colors listed on his card, making the deck legal with this choice. Using him as your Commander, pairing him with Raphael the Muscle, and focusing on +1/+1 counters will create a powerful strategy. The mana base of this deck is already strong, so no changes are needed there.

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Creature Changes

Out: Biogenic Ooze
This costly creature produces two Ooze tokens and adds counters to them each turn. It can also create more tokens using its mana ability, but at five mana to activate, it’s too expensive to be practical. Better options exist for this deck.

Out: Shredder, Shadow Master
Although Shredder is a dangerous card, it’s high-cost and likely to be interrupted by opponents. If focusing on counters and brute strength, it’s better to leave this card out.

Out: Krang, the All-Powerful
This high-cost creature doesn’t add enough value to justify its price in this particular build. Its +1/+1 counters are self-contained, and compared to other creatures like Leatherhead, Iron Gator, it’s less effective.

In: Ouroboroid
This creature ramps up your counters early in combat, adding X +1/+1 counters to all your creatures based on Ouroboroid’s current power. It costs around $42.

In: Raphael, the Nightwatcher
This card acts as a stepping stone towards activating Raphael, the Muscle. It’s a cheap, three-mana spell that grants double strike to all attacking creatures. Its impact is immediate and significant.

In: Evolution Witness
This creature allows you to bring cards back from your graveyard whenever it gets +1/+1 counters. It can also put counters on itself for just two mana, making it versatile and useful. It can be found for less than 30 cents.

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Spell Changes

Out: Continue
While returning creatures from your graveyard is useful, it’s limited to creatures put in the graveyard that same turn. Replacing it with moves like Together Forever, which can bring back creatures more effectively, makes your deck more powerful.

Out: Vanquish The Horde
This spell is more defensive and suited to control decks. Since the current focus is on aggression, it’s better replaced with something more fitting.

In: Teferi’s Protection
This spell offers a critical shield, protecting your entire board by phasing everything out for a turn. It’s effective for safeguarding your setup if you need to pause or prevent disruption. The cost varies from $40 to $90 depending on the version.

In: Vampiric Tutor
A staple in Commander decks, this instant allows you to search your library for a card and put it on top. Playing it before your turn minimizes interference. It costs roughly $50, though some versions can reach nearly $500.

Enchantment & Artifact Changes

Out: Mole Module
Vehicles like Mole Module can generate tokens but don’t align well with an aggressive strategy. Replacing it with an enchantment that boosts your attacking potential is preferred, especially to avoid milling or crewing complications.

Out: Uncivil Unrest
This enchantment grants haste or +1/+1 counters to creatures entering play and doubles damage dealt by creatures with counters. It’s costly at five mana but can create a threatening board presence and cause immediate danger for opponents.

In: Embercleave
A powerful equipment card, especially with multiple attacking creatures. It grants +1/+1, double strike, and trample. It can be cast at instant speed with flash and is affordable, usually costing less than $20.

Making these adjustments will help focus the deck on a stronger, more aggressive game plan while maintaining its core theme.

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Tags: Commander DeckMTGTMNTupgrades
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Emily Smith

Emily Smith

Emily is a digital marketer in Austin, Texas. She enjoys gaming, playing guitar, and dreams of traveling to Japan with her golden retriever, Max.

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