collections_bookmark Part of Teenage Mutant Ninja Turtles
Cool but Rude card art
Card Preview

Cool but Rude

{1} {R} · Enchantment — Class · Teenage Mutant Ninja Turtles (TMT)
Times Brought
410
Decks Running
196
In Decks
—
Decklist Inclusion
—
Format

Showing 1v1 (duel) data only. 1v1 is a different format from multiplayer Commander, so these numbers are not comparable.

Card text
Cool but Rude card

Cool but Rude

{1} {R}
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever you attack, you may discard a card. If you do, draw a card. {1}{R}: Level 2 Whenever you discard a card, this Class deals 2 damage to each opponent. {1}{R}: Level 3 When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Teenage Mutant Ninja Turtles (TMT) · Rare · Illustrated by Lordigan

Final zone distribution

132 instances
12.1%
Library
52.3%
Battlefield
15.9%
Graveyard
5.3%
Exile

The "good card" funnel

497 brought · 186 players
Brought to game
497
Ever drawn
122
Reached battlefield
80
Still on board at game end
69

Once cast, 86% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.

≥ +1.9pp

Players who cast this card win 32% of the time (n=65) , vs 24% when it never left the library (n=218).

When players drew this card but left it in hand, they won 21% (n=28).

Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.

Observed gap +8.6pp; 95% confidence interval +1.9pp to +15.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

First-cast turn

n=80
8%
T1
15%
T2
18%
T3
13%
T4
13%
T5
30%
T6-9
5%
T10+
Median 4.0 P25 3 · P75 7 · max 13
On curve 23% (12 / 80 cast on T2) Cast same turn as drawn 38%

Frequently Asked

Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 730,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.