Magic The Gathering | Teenage Mutant Ninja Turtles Part 2 (21/01/2026) - White Rares & Mythic Rares
Okay. Let's talk about a few things. One... yes, the FF set review is dead. I'm incredibly disheartened to talk about that set. It's a great set, but I'm only half way through that set. I know not a lot of people were reading it, but still, I feel a little sad not being able to finish that review, but I'm just entirely burned out.
Secondly, if you somehow didn't hear about it, WotC messed up and put TMNT cards as promos for Lorwyn Eclipsed's prerelease instead of Lorwyn Eclipsed rares and mythics like it should've been. The exact extent to how far the issue spread is unknown, but it was definitely enough to reveal every mythic and almost every rare from TMNT. They have just now put them up on their card image gallery, so... let's talk about them! I wasn't going to, because I didn't want to use awful quality leaks, but now that they are in good quality, why not? First up, the White rares and mythics! First of all, Agent Bishop, Man in Black!
Mono White for Agent Bishop makes sense. He's fully devoted to keeping order to Earth, as shown by the flavor text. So, yeah... good call.
So... that's pretty good. If nothing else, he makes himself a 2/3 immediately if you cast him on your first main phase. At best case scenario, he's actually a 3 mana for 3/4 worth of stats, which is a lot better! He's pretty good. I think for Commander, he's mostly great in the 99 of a deck. Mono White +1/+1 counters is a little limited, but it's plausible. For 60 card formats, probably too slow, but might be able to be used as a way to push a little more damage to potentially get the win.
3 mana for a 1/2 is not great, but let's read further. His ability is that at the beginning of combat on your turn, put a +1/+1 counter on each of up to two target creatures.
Next up... Leader's Talent.
I'm going to pretend I don't know what the other 4 Class cards are called so I can evaluate this fairly and not harp on them not committing to the freaking bit! >:(
Anyway, this is a cool thing to bring back from the D&D Adventures in the Forgotten Realms set and Bloomburrow! I'm... a little confused why for TMNT specifically, since classes don't seem that fitting for them, but I suppose it does feed a little into the arcade-y feel for them. Classes work like this:
It's a permanent on the battlefield that firstly does the first ability.
Then you can level them up for more mana and get the level 2 and level 3 abilities. These mana costs differ per class.
So this Class in specific gives you a +1/+1 counter on target attacking creature whenever you attack for 2 mana. That alone is already solid. A little behind rate for stats vs mana, but it can push damage through.
Then for {2}{W} you can level it up to level 2 to get the ability that if a creature you control leaves the battlefield, if it had a counter on it, you gain 2 life. So a little bit of life gain if for whatever reasons creatures you control die or get exiled or leave the battlefield in another way like being bounced. Neat, but ultimately a little just alright.
Then for {3}{W} you can level it up to level 3 to get the ability to put a +1/+1 counter on each creature you control whenever you cast a spell. That's NUTS. Any kind of spell of any kind of mana value makes your board huge. You can easily just start slinging cheap spells when you hit this level and just get a huge board state because of it. If you can pull this off, it's great.
Definitely a commander card. For 60 card formats, similar to Agent Bishop above, you might put it in to push just a bit more damage via the +1/+1 counter it can add to your board for cheap. But paying a total of {6}{W}{W}{W} to upgrade your whole board is just not happening with how fast those formats are. For commander though? This will go dummy fast and can be placed early and then just be sat upon till you want to become THE problem. Use it in decks with a bunch of evasive little guys and suddenly surprise your board with explosive power!
Next up, a little guy: Leonardo, Cutting Edge!
Ah, Ajani's Pridemate. How... turtly you've gotten. Anyway, let's discuss the card. I've already discussed how White fits Leo in the previous part, so let's not waste any time.
2 mana for a 1/1 is behind rate, but let's keep reading. His abilities are:
{W} to Sneak it in (read the reminder text if you need to), so it can actually be a 1/1 for 1 mana. Makes it a decent amount better.
Lifelink, so you gain life by hitting people with Leo. A little... out there for mechanics translating to the flavor of the card, but it's whatever.
Whenever you gain life, put a +1/+1 counter on Leonardo. So yeah, it is an Ajani's Pridemate creature. You gain life, you get a stronger creature. This works best with small incremental life gain instead of big chunks of life gain. Get out your Pristine Talismans and all that!
This card will see play in both 60 card formats and commander. For 60 card formats, it is a cheap creature that can bring you a creature back to potentially get its ETB effect again. It has lifelink, so it can stall you a bit and it grows bigger on its own, so... yeah, just a really self sufficient card that can make you last just a bit longer. For commander... hard to recommend this as the commander, unless you really like Ajani's Pridemate like creatures and for some reason didn't already make a Qala, Ajani's Pridemate deck. In the 99 of lifegain decks though... this will at some point start punching people quite hard, so... yeah, definitely include it in aggressive lifegain decks.
We're not quite done with Leo yet, let's talk about Leonardo's Technique!
So, like expected with Raphael's Technique, every one of the main turtles will get their own technique cards. Sick!
4 mana for a sorcery to return up to two target creature with mana value 3 or less each cards from your graveyard to the battlefield. Solid, can bring back some good amount of stuff. You can also sneak this in for 2 mana, at which point it is great if you do hit 2 mana value 3 creatures. So yeah, good. Any deck that wants some recursion for cheaper things will want to take a look at this, mostly aggro decks for the obvious reason of mainly relying on cheaper creatures.
Up next, Prehistoric Pet!
It's Pepperoni! :D So cute! White... doesn't entirely feel fitting, but whatever, let's just enjoy the cute dinosaur. Also, one of two characters from the IDW comics that are not legendary creatures. We'll see the other one soon.
1 mana for a 1/2 is above rate, so good job there. Her abilities are:
This creature can't be blocked by creatures with greater power. So you want to keep her relatively small to be able to hit into your opponents uninterrupted. Give her an equipment that triggers on combat damage being dealt and you're happy.
For {1}{W} and tapping her you can return another target creature you control to its owner's hand and only during your turn. Notably, not as sorcery speed, just only during your turn. A way to save your creatures from being killed by bouncing them back in response to whatever your opponents are doing, like blocking them with a big deathtouch creature. Even better on cards that can Sneak back in because Prehistoric Pet didn't get blocked.
Pretty damn good. I don't think she will see too much play in 60 card formats unless you really can use ETB effects more often, but for commander? You will definitely get some shenanigans of your opponents targeting a Sneak/Ninjutsu creature of yours, you bouncing it back and then Sneaking/Ninjutsuing it back in. Also protects you from pesky "you lose the game" creatures being given to you without you wanting them! That's such a good girl!
Next up, we have Sally Pride, Lioness Leader!
Cool character to take from the IDW comics. White makes sense, since she is just straight up concerned for wanting to make a good future for mutants, but through less... sketchy ways like Old Hob does. Morality~!
5 mana for a 2/4 is pretty bad, but let's hear her out. Her abilities are:
When Sally Pride enters, create X 2/2 red Mutant creature tokens where X is the number of nontoken creatures you control. So, at minimum, this grabs 1 friend, since she counts herself. This means she's actually always a 4/6 for 5 mana across 2 bodies, which is a lot better. At most... the sky is the limit, she can make a bunch of tokens.
Whenever Sally Pride attacks, put a +1/+1 counter on each creature you control. So if she's still alive when it gets back to your turn, she starts becoming a massive force multiplier and just threatens to take over the game if left unchecked. Very good.
Now with all that praise out of the way, she's definitely a commander card. 5 mana is way too slow for 60 card formats, plus it isn't like she has a huge impact on the turn she comes down. Making more bodies is nice, but not necessarily a game ending threat. For commander though? Either as your commander or in the 99 of a deck, she is gonna be pretty good. As your commander, she is limited to mono White, but for the 99 for a tokens or +1/+1 counters deck? Very nice.
Up next, Triceraton Commander!
Yup, White makes sense for these guys. Orderly soldiers. That is White.
2...ish mana for a 2/2 is on rate. Double {X} means whatever you declare for X, you are paying that twice, so X = 1 means paying 1 twice. Let's look at its abilities:
Flying, so evasive. Very nice.
Whenever this creature attacks, Dinosaurs you control other than this creature get +1/+1 and gain flying until end of turn. So... buffs dinos and makes them flying. That's not a horrifying mental image at all. Everything becomes pterodactyls. Good ability to make dinos even more scary.
When this creature enters, create X 2/2 white Dinosaur Soldier creature tokens. So more Triceratons to absolutely maul you to death. Neat. Also, this creature will always stay perfectly on rate regardless of how much mana you pump into it. That's kind of funny.
This is such a commander card, it's not even funny. Dinos isn't an archetype in any 60 card format, even though they should be. They just aren't fast enough. For commander though? Dinos are already scary and now they have gained jetpacks! What the hell, man?! D: Unironically a kill on sight card if your dino player has haste and almost always an include in dino decks that run White.
Last but not least... Alopex. Wait, no, Turncoat Kunoichi.
She's also not a legendary creature. With Pepperoni I understood. With Alopex... a lot less. Hopefully she shows up in the commander deck as a legendary creature, otherwise... damn, she got done dirty. White does make sense though. She has her inner demons, but she is mostly on the up and up. To kind of spoil a bit, Black also makes sense to still be in there, she is still an assassin.
Regardless, 3 mana for a 3/2 is not terrible. A little fragile, but not too bad. Her abilities are:
Sneak for {2}{W}{B}, which does mean she has White/Black as her color identity. This makes her a little less flexible in commander due to color identity rules. Still, a sneak that makes her more expensive? Why? Well...
When this creature enters, choose target creature an opponent controls. Exile that creature until this creature leaves the battlefield. If this creature's sneak cost was paid, instead exile the chosen creature. So she either temporarily removes the creature if she was cast for 3 mana or put into play through other means or she permanently exiles a creature if she was snuck in for 4 mana. Cool, removal on a creature is never a bad thing.
Alop- I mean, Turncoat Kunoichi is more a commander card. In 60 card formats... you generally want your removal on instant speed and ideally on their turn, but if you really need it, she isn't terrible, especially if you are able to sneak her in, so pretty decent. For commander, she's a good bit better. More life totals, more mana generally being flung around and again, removal on a creature is never a bad thing. Even if it is just the temporary version, that can be enough to shut things down for a while. Put her in any White/Black/X deck that isn't afraid to swing in and she will likely pull some weight.
And those are the White rares and mythics! A good bundle of cards, definitely some playable cards in there. Turn back in tomorrow for the Blue cards! ...Oh and I need to make a megapost. Thanks for reading! o/
















