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Home » Top Standard Cards in MTG TMNT for Completing and Solving

Top Standard Cards in MTG TMNT for Completing and Solving

Emily Smith by Emily Smith
February 26, 2026
in Gaming
Reading Time: 3 mins read
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Top Standard Cards in MTG TMNT for Completing and Solving
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If you want to boost your Standard Magic: The Gathering Arena or physical decks, some key cards from the Teenage Mutant Ninja Turtles set are expected to shake up the current meta.

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While all the TMNT deck types look like fun to play, these specific cards are likely to have a significant impact. They either strengthen existing popular decks or unlock new potential for archetypes that sit just outside the top tiers.

Class Enchantments

Each new class enchantment appears in our top card guides for each mana color, and for good reason. Although some are more powerful than others, all of these new class cards give a big boost to both mono-color and two-color decks.

These enchantments start with a base ability, which can be upgraded using mana up to level three. Each level provides a new effect or an instant return, like retrieving a card from your graveyard.

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Note: Upgrading a class can only be done as a sorcery, meaning during your first or second main phase unless something says otherwise.

The enchantments usually cost between one and three mana and stay on the battlefield until they are destroyed, bounced, or sacrificed. If bounced, the card can be played again but resets to level one.


The Last Ronin’s Technique

A four-mana white instant spell might seem simple at first, but with the new sneak mechanic added, it becomes a top-tier play in mono-white aggressive decks.

You can cast The Last Ronin’s Technique for just two mana using sneak, which requires an unblocked attacking creature. When cast this way, three 1/1 Ninja Turtle tokens enter the battlefield tapped and attacking.

Important: Casting this spell normally costs four mana. Hard-casting it will cause the tokens to enter play but not attack, and they will suffer from summoning sickness.

A drawback is that you need an unblocked attacking creature to use the sneak cost. Depending on the game state, this might not always be possible. However, many low-power creatures in white aggro decks make this workable, especially since taking some early hits is often acceptable.

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Dark Leo & Shredder

Pairing well with The Last Ronin’s Technique in an Orzhov Ninja deck, Dark Leo & Shredder is a legendary creature that grants all attacking Ninjas deathtouch.

Dealing combat damage with it also creates a 1/1 black Ninja token. If you control five or more Ninjas, your opponent loses half their life, rounded up.

This card is efficient, costing only one black and one white mana, and it can activate sneak for the same cost, ensuring combat damage unless countered. This makes it especially threatening if you already have three Ninjas on the board.


Renet, Temporal Apprentice

Featured in our best TMNT blue card guide, Renet fits well into control decks.

It’s a flash creature that can nullify an opponent’s turn, returning all nonland permanents played during that turn to their owners’ hands. In multiplayer, it returns such permanents for any player who played them that turn.

Key: Flash allows you to play this card at instant speed, reacting during your opponent’s turn.

While powerful for control, it’s a costly card, requiring five mana. In control decks, you often have extra mana available, which can make this an effective tool to disrupt opponents’ strategies.


Wingnut, Bat on the Belfry

Utilizing the alliance keyword, this legendary creature gains haste, flying, or menace whenever another creature enters the battlefield, stacking all effects if multiple creatures enter.

It also grants attacking creatures +1/0 until end of turn. At only two mana, it’s an excellent addition to aggressive decks, especially mono-red builds, thanks to its low cost and versatility.


Raph & Leo, Sibling Rivals

A good piece for Boros decks, when this legendary creature attacks during the first combat phase of a turn, it triggers an extra combat phase and untaps one or two attacking creatures.

With a cost of three mana, it’s useful for aggressive strategies. Adding haste to this card makes it even more threatening.


Mutagen Man, Living Ooze

Our final recommended Standard card is Mutagen Man. This legendary creature has trample and reduces the activation cost of artifact tokens by one mana.

It’s particularly valuable for decks that focus on +1/+1 counters, as it makes it easier to reuse mutagen tokens—generated by paying an X cost, which is two green plus X mana. For example, paying two green and five X produces five mutagen tokens, which can be sacrificed for free to buff creatures.


Honorable Mentions

  • Leonardo’s Technique
  • Kitsune’s Technique
  • Leonardo, Sewer Samurai
  • April, Reporter of the World
  • Krang, Master Mind
  • Rat King, Verminister
  • Super Shredder
  • Casey Jones, Vigilante
  • Leatherhead, Swamp Stalker
  • Michelangelo, Mutant BFF
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Tags: BestcardsMTGstandardTMNT
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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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