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Part of Teenage Mutant Ninja Turtles
·
Instant // Instant
·
Teenage Mutant Ninja Turtles Eternal (TMC)
Live Play Data
Double Jump // Flying Kick
1%
Live Inclusion
Times Brought
356
Decks Running
143
Median Cast Turn
7.0
Drawn → Played
53%
Format
First-cast turn
n=38
0%
T1
0%
T2
0%
T3
8%
T4
16%
T5
61%
T6-9
16%
T10+
Median
7.0
P25
6
· P75
8
· max
17
On curve
8%
(3 / 38 cast on T4)
Cast same turn as drawn
24%
The "good card" funnel
356 brought · 144 playersBrought to game
356
Ever drawn
72
Reached battlefield
38
Still on board at game end
6
≥ -3.7pp
Players who cast this card win 24% of the time (n=37) , vs 14% when it never left the library (n=239).
When players drew this card but left it in hand, they won 29% (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 +9.9pp; 95% confidence interval -3.7pp to +23.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
82 instances7.3%
Battlefield
47.6%
Graveyard
4.9%
Exile
40.2%
Hand
Commanders that played this card
in tracked games-
1
Leonardo, the Balance
79 decks
-
2
Heroes in a Half Shell
51 decks
-
3
Michelangelo, the Heart
4 decks
-
4
Me, the Immortal
3 decks
-
5
Owen Grady, Raptor Trainer
2 decks
-
6
Saruman, the White Hand
2 decks
-
7
Vivi Ornitier
2 decks
-
8
Atreus, Impulsive Son
1 decks
-
9
Captain Howler, Sea Scourge
1 decks
-
10
Cosmic Spider-Man
1 decks
Card text
Double Jump
Instant
Put a flying counter on target creature you control. Until end of turn, it has base power and toughness 5/5.
Fuse (You may cast one or both halves of this card from your hand.)
Flying Kick
Instant
Target creature you control deals damage equal to its power to target creature an opponent controls.
Fuse (You may cast one or both halves of this card from your hand.)
Teenage Mutant Ninja Turtles Eternal (TMC)
·
Rare
·
Illustrated by Kevin Sidharta
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.