collections_bookmark Part of Teenage Mutant Ninja Turtles
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)
2%
Live Inclusion
Times Brought
157
Decks Running
65
Median Cast Turn
Drawn → Played
49%
Format

First-cast turn

n=17

Not enough observed casts yet to show a reliable distribution.

The "good card" funnel

157 brought · 66 players
Brought to game
157
Ever drawn
35
Reached battlefield
17
Still on board at game end
1
≥ -1.0pp

Players who cast this card win 34% of the time (n=16) , vs 12% when it never left the library (n=100).

When players drew this card but left it in hand, they won 40% (n=15).

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 +22.9pp; 95% confidence interval -1.0pp to +46.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

40 instances
2.5%
Battlefield
52.5%
Graveyard
10.0%
Exile
35.0%
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 670,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.