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Double Jump // Flying Kick card art
Live Play Data

Double Jump // Flying Kick

{1} {U} {1} {R} · Instant // Instant · Teenage Mutant Ninja Turtles Eternal (TMC)
1%
Live Inclusion
Times Brought
288
Decks Running
118
Median Cast Turn
7
Drawn → Played
48%
Format

First-cast turn

n=27
0%
T1
0%
T2
0%
T3
4%
T4
15%
T5
70%
T6-9
11%
T10+
Median 7 P25 6 · P75 8 · max 17
On curve 4% (1 / 27 cast on T4) Cast same turn as drawn 22%

The "good card" funnel

288 brought · 120 players
Brought to game
288
Ever drawn
56
Reached battlefield
27
Still on board at game end
2
≥ -1.7pp

Players who cast this card win 27% of the time (n=27) , vs 12% when it never left the library (n=194).

When players drew this card but left it in hand, they won 32% (n=25).

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 +15.1pp; 95% confidence interval -1.7pp to +32.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

65 instances
3.1%
Battlefield
47.7%
Graveyard
6.2%
Exile
43.1%
Hand

Commanders that played this card

in tracked games
Card text
Double Jump // Flying Kick card

Double Jump

{1} {U}
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

{1} {R}
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 700,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.