Here are the MTG TMNT Commander Deck Upgrades you need

While Magic: The Gathering While Commander pre-con decks are a great way to get started with the format, they're far from perfect, and there are plenty of ways to upgrade each deck regardless of your budget.

With a TMNT Commander deck featuring six total commanders spread across all five mana colors, this makes the deck feel a bit messy and unfocused at times, but there are ways you can fix this and bring the deck up to speed with a new, aggressive focus.

The WUBRG problem

Heroes in a Half Shell MTG Card from TMNT.

Before we look at possible upgrades, you will This deck requires choosing a commander. Given that the deck is structured around all mana colors, you need to make sure your chosen commander has all five mana colors somewhere on the card.

The Commander rules state that your deck can only use the colors that appear in your Commander, but that doesn't mean the casting cost.

To meet WUBRG requirements, you Heroes should be used on half the shell card, or you can use Leonardo, the balanceAnd pair it with one of the other commanders that feature the character selection ability, which is the partner variant. All five mana colors are listed on Leonardo's card To activate an ability, so by choosing him, the deck is legal; Having a partner is optional.

For these upgrades, we're going to build as we're used to Partnership with Leonardo, Balance, Raphael, MuscleAnd we'll lean into the +1/+1 counter strategy. The mana base for this deck is also extremely strong, so we won't be making any adjustments there.

TMNT MTG Commander Deck on a blurred background of TMNT heroes.

Magic: The Gathering – Teenage Mutant Ninja Turtle Commander Deck Guide

Turtle power! The pre-con deck is stacked with six potential Commander cards, including all four Turtles, and the synergies already look strong.

Animal ins and outs

MTG TMNT Deck Creature Changes.

Biogenic Oz – Out

This expensive creature spawns two Oz tokens and adds counters each turn, and can spawn more tokens as a mana ability, but it's simple. very expensive Five mana and four mana to activate the ability; It is better spent elsewhere.

Shredder, Shadow Master – Out

Although this card is extremely dangerous and would otherwise be an easy card to put out, if we're leaning heavily on counter generation and brute force to best support our commander choices, then this is a card that can. Can be easily left out due to its high casting cost And chances are your opponents will do everything to prevent you from solving it.

Krang, the Almighty – out

Another high cost creature just that does not add enough to justify the outlay, At least not in the deck we're building. The +1/+1 generation is also self-contained, making it easier to cut than cards like Leatherhead, Iron Gator.

More MTG TMNT creature changes.

Ouroboroid – In

This creature will start Ramp up your counter generation At the start of each of your combat phases. This adds X +1/+1 counters to all your creatures, where X is the Ouroboroid's current power. If you manage to get counters on it before the first combat phase, it activates, and after that it's effect is only good. This card currently costs around $42.

Raphael, Nightwatcher – In

This Raphael card acts as a mid-step as you build to activate the Raphael muscle. It only has a silence cost of three mana, and Gives double strike to all your attacking creatures. Yes, it's a card that won't be left on the board for more than one turn, but if you can cast it via sneak the immediate effect is huge.

Evolution Witness – Ma

This creature allows you to Bring cards from your graveyard to your hand anytime you have one or more +1/+1 counters.. Even if you find yourself short cuts to doing this, the card can activate Adept for two mana and put two +1/+1 counters on itself, if it doesn't already have any. It brings fantastic utility to the deck, and it's much more useful than the expensive creatures we've removed. In stark contrast to the Ouroboroid, this card can be found individually for less than 30¢.

Spelling ins and outs

MTG TMNT Commander Spell Changes.

Will you continue? – out

While returning up to four creatures from your graveyard to the battlefield is extremely useful, the fact that it can only be used for creatures in the graveyard is a bit restrictive. Instead, even in a deck with Together Average and offering a better way to bring creatures back from the graveyard, we can. Drop Continue for another, more effective spell instead

Victory The Horde – Out

Given the aggressiveness we're aiming for with this deck, this spell is simple Very defensive And the controlling style of the game fits very well. Wave Goodbye also provides a good board wipe opportunity if necessary, but leaves all creatures on the board with +1/+1 counters.

Conservation of Teferi – in

This three-drop spell protects you from damage for one turn, and Everything you have on board is phased. If you've spent a long time building your board and are desperate to protect it, this is a great way to do so, as it effectively protects against board wipes and if you're low on health and under fire from your opponents. The cost of this card ranges from $40-$90 depending on which version you choose to purchase.

Vampiric Tutor – Ma

A Commander staple, this one mana instant lets you do some digging Find a card in your library, let's you put it on top of your shuffled library found once. Playing it before your turn gives opponents less opportunity to shuffle another card from your library or match your chosen card, and the one mana cost is ridiculously low. Copies of this card can cost as little as $50, but some go as high as $500.

Attractions and artwork ins and outs

MTG TMNT charms and artwork changes.

Sesame module – out

Nothing against vehicles, but this card Not a good fit When compared with magic that we will replace it. For the same cost, we can instead massively promote our aggressive strategy and not have to worry about milling and crewing as actions.

While this cheap equipment artifact can create an annoying Flying Ninja token and sacrifice an equipped creature for card draw when it deals combat damage to another player, It differs only in its usefulness And doesn't feel like part of the deck.

Uncivil unrest – in

This fascination Lets every creature you own come into play with haste or a +1/+1 counterThen all creatures with +1/+1 counters, dealing damage to the player or permanent, will deal double damage instead.

Yes, as a five-mana sorcery, it's a bit expensive, and it would be ideal if it could enter the game much earlier, but don't overlook how counter generation can get out of hand as it can be used for the rush side rather than counters. This will create an immediate sense of danger for your opponents. This card currently costs about $20.

Embercleave – at

A giant artifact equipment card that goes cheap with every attacking creature you have is ideal for this deck. It lets you equip a creature for free when cast, and has flash, so it can be cast at instant speed. this Gives target creature +1/+1, double strike, and trample. Use this tool correctly, and your target won't know what hit them. This card can cost less than $10, but on average, you're looking at between $10-$20.

Best green MTG TMNT cards.

Magic: The Gathering – Teenage Mutant Ninja Turtles: 5 Best Green Cards

Here are our top picks for the best green mana card sets from MTG TMNT in multiple formats.

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