Magic The Gathering | Teenage Mutant Ninja Turtles Part 8 (21/01/2026) - Artifact and Land Rares & Mythic Rares
And I'm back! Also, holy crap for the reaction on my last post suddenly blowing up :O Waking up to 60+ notifications was just a little scary, but I'm glad that people like my posts! Thank you so much! With all that said, let's head on to artifacts and land. Yes, land singular. Let's begin with Chrome Dome!
Chrome Dome! Weird that it isn't legendary, since it usually is a singular guy. However, still cool to see it! Also, like usual, robots are generally colorless, which makes sense.
2 mana for a 1/3 is perfectly on rate, so neato. Its abilities are:
Other artifact creatures you control get +1/+0. So a slight power bump for your artifact creatures, which is nice. Nothing super mind blowing, but still good.
5 mana to create a token that's a copy of another target artifact you control. That token gains haste. Sacrifice it at the beginning of the next end step. Very much meant to be used with artifact creatures more so than utility artifacts, though it does work with those too. Make a copy of a good artifact creature and slam them into your opponent(s).
For 60 card formats, it depends if artifact creatures become a legit thing. If not, no. If so, sure. It does bump all of them (not including itself) by 1 power, so that might be the difference maker. For commander, similarly, use it with artifact creature heavy decks, ideally those of the aggressive variety (or vehicles!). I'm sure I'm missing some broken copy artifact combo, because there are definitely a bunch of those, but artifact creatures is the main thing. Also could be good for extra ETB effects, since the copy would have those triggered.
Next up: Krang, Utrom Warlord!
Second Krang card! I know I discussed his color identity in the very first part covering the First Look, but ever since seeing the Rise of the TMNT movie with the Kraang and how eldritch they are... man, colorless also fits well. I know the Kraang in that and Krang normally are entirely different things, but still, it is obvious what they reference and what they are meant to be and god where they so cool in that movie. Can't get over that Leonardo in Rise of the TMNT has the same VA as movie Sonic. That bothered me in the "I can't unhear it" sense.
Anyway, 9 mana for a 9/9 is perfectly on rate so good job there. His abilities are:
Flying, trample, indestructible and haste. So he comes down, is very evasive, hits like a truck and does so immediately and he is immune to being removed in the most common ways of being damaged and/or being destroyed. Very nice, but at the same time... that better be the case for 9 mana.
Other artifact creatures you control have flying, trample, indestructible and haste. So he also makes all your other creatures be very evasive, hit immediately and be immune to being removed in the most common ways.
For 60 card formats, this has to be a reanimation target for it to even be worth considering. If you can reanimate it, it is a big thing that will hit hard and be annoying to remove. However, it will absolutely be the thing that has to be removed, so expect the good removal to be spent on it. In commander, similar story, though there is at least a shell of using other artifact creatures surrounding it and taking advantage of colorless' surprisingly decent ramp. As your commander... no. 9 mana is just too much and when it does get removed somehow, you will feel terrible. Out in the open, this is prime candidate to be counterspelled and/or exiled. In the 99 of an artifact creature heavy deck though? This is suddenly both an aggressive enabler and a protection piece, which is great. However, still find ways to cheat this in. 9 mana is still a lot, so don't try to do this fairly.
It's time to reveal its secrets: The Ooze!
Keep in mind that this is a legendary artifact, so you can have only one! Not super relevant for commander, but for 60 card formats, that is definitely a limiter.
2 mana for an artifact that reads:
Whenever a creature you control with a +1/+1 counter on it leaves the battlefield, creature a Mutagen token for each +1/+1 counter on it. So this makes it so that your +1/+1 counters aren't entirely lost when something gets blown up, though you will need to pay mana to get them back.
Tap it to exile a target card from a graveyard and create a Mutagen token. Absolutely fantastic. Graveyard hate can be incredibly important to run to stop the reanimation of specific things and to get a Mutagen token for it on top of that? Great, just absolutely great.
For 60 card formats, don't bother. 60 card formats would have to slow considerably to have this ever be worth it or you will have to need the graveyard hate that this brings. And you can only have one on the battlefield at the same time, so any copies in your deck that you draw are dead draws unless you do tap one for graveyard hate, cast the other, sacrifice the one you tapped to the legendary rule, tap your new one for more graveyard hate, but that's... a lot for exiling 2 cards. For commander? I'd argue that this is probably close to a bracket 2/bracket 3 staple for +1/+1 counter decks or at minimum should replace whatever graveyard hate card you are running in those decks. Preserving your counters in the form of Mutagen tokens is way more feasible in commander, since you will just get to higher mana totals and being able to bring graveyard hate while also creating Mutagen tokens to do your +1/+1 counter stuff? Absolute slam dunk.
A classic up next: Technodrome!
I could not tell you why this isn't "The" Technodrome, but sure, I guess it isn't legendary.
2 mana for a 3/3 is above rate, very nice! Its abilities are:
Reach and trample, so it can block flyers and bulldoze over creatures. Very nice, though 3/3 isn't the most amazing statline to do either...
This creature can't attack or block unless its power is 6 or greater. Oh. So it is just a regular artifact until you can get it to 6 or more power, except that it still is burdened by the lack of haste since it is a creature. Great... the worst of both worlds.
Tap it and sacrifice another artifact to draw a card and put a +1/+1 counter on this creature. So there is a way to get it to and above 6 power. Specifically good with Clues, since you are now getting free ways to sacrifice them to draw cards, but otherwise just generally good with decks that can get a consistent flow of artifact tokens.
This is a draw engine at best in both 60 card formats and commander and you don't need it in 60 card formats. You would rather have a good spell that draws a bunch of cards at once in those formats instead of... this. In commander, again, if you are able to generate consistent tokens, this does allow you to draw more cards, so that's nice, but still, this isn't terribly exciting. If anything, this probably should've been a vehicle instead of just straight up a creature. That would've at least allow it to tap for its ability on the turn it comes down as long you don't crew it. Luckily, vehicles aren't in the set, right? ...Right?
Up next: Turtle Van! Wait, so vehicles are in this set? MOTHERF-
At least singular Vehicle is, but it is good to see the Turtle Van! It just makes me wish that the Technodrome also was one.
So vehicles work a bit different. This is just an artifact until it is crewed. To crew it, you activate the vehicle's crew ability and tap any numbers of creatures you control and if that's equal or more than the number of the crew, the vehicle becomes an artifact creature until end of turn. You can crew at instant speed and because it does require the tapping of creatures, vehicles are usually above rate with stats. Let's get to it.
3 mana for an artifact that reads:
Whenever this Vehicle attacks, put a +1/+1 counter on target creature that crewed it this turn. Then if that creature is a Mutant, Ninja or Turtle, double the number of +1/+1 counters on it. Good to have a way to turn your, persumably weak, Mutants, Ninjas or Turtles into damage while also pumping them up so they can come in to swing on their own. It does work with other creature types, obviously, but it is better with Mutants, Ninjas and Turtles for the obvious reason.
Crew 1 for 4/4 stats, so anything with any power above 0 can crew it on their own and start swinging with not irrelevant damage.
Vehicles have basically never been good in 60 card formats aside from the ones that were really good despite being a vehicle and not because they were a vehicle. For commander... you might consider it for a deck of the Mutants, Ninjas or Turtles kindred variety that also wants to pump stats. That is already a pretty big might, though and certainly not an "absolutely definitely will want this" card since it is just okay.
Next up, Weather Maker!
Cool to see a reference to the original cartoon!
3 mana for an artifact with... a lot of abilities. Let's get to it.
Whenever a land you control enters, put a charge counter on this artifact. Neat, but doesn't say anything about what this does with charge counters.
Tap it to add one mana of any color. So this is what we call a mana rock. Neat, though 3 mana ones are definitely falling out of favor in commander.
Tap it and remove two charge counters from it to add {C}{C} (2 colorless mana). Alright, it can occasionally match a Sol Ring.
Tap it and remove three charge counters from it to deal 3 damage to any artifact. With a good amount of set up, you get a Lightning Bolt. O... okay.
Anyone that plays 60 card formats immediately just ignored this thing's existence. This won't do anything in those formats since it takes way too long to build up to anything other than just giving a bit of mana back and even then, it only becomes mana positive after 4 turns of the basic ability. For commander... again, 3 mana rocks are falling out of favor unless you play commanders of mana value 5 and greater and this isn't doing anything special over the 3 mana rocks that we already have. If you are in landfall decks, you usually have better ramp since you are most likely in Green, so unless you really need a way to somewhat repeatedly, though slowly, Lightning Bolt things, I can't see this getting much of any use aside from just being another 3 mana rock.
Last up, the only rare land of the set: Northhampton Farm!
Hey, it's Mr. and Ms. O'Neil's farm!
This lands gives you:
You can tap it for colorless. Great and it doesn't enter untapped, so this will at least have some play.
For 1 mana and tapping it you can exile target creature you own. Importantly, you can exile them in response to them being targeted for being removed. Or exile something you own from someone else's control. This is relevant for the next ability.
For 2 mana, tapping this and sacrificing this land you can return a creature card exiled with this land to the battlefield under your control. Return each other card exiled with this land to its owner's hand. So interestingly, this actually allows you to exile something you stole from someone and return it to the battlefield under your control still, potentially making this interesting with threaten effects that would've only temporarily stolen creatures from your opponents to permanently steal them.* Also works as a sort of blink and can refill your hand if you exiled many creatures with this.
* Not entirely true. This does require you to be able to exile something you don't own with this land somehow, so that would have to be via another card giving it that ability. On its own, it can't do that. Sorry for that, I misread the card!
Overall, solid utility land. It's not mind blowing, but it can be used as a protection piece of one of the least interacted with permanent types in the game. The fact that it enters untapped is already a great boon, so consider this for utility lands in commander! For 60 card it might see some play in fringe decks, like I said with the threaten effects turning permanent, but probably not.
And that's the bunch and with that, the end of these previews! The next batch of previews are probably in a week and a half, potentially 2 and a half weeks? I have the feeling that due to the way this released, TMNT is probably gonna get a shorter spoiler season, since we just have uncommons and commons to go alongside supplementary products. Either way, I'll see you then! Thank you for reading!











