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Double Jump // Flying Kick card art
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Double Jump // Flying Kick

{1} {U} {1} {R} · Instant // Instant · Teenage Mutant Ninja Turtles Eternal (TMC)
Times Brought
321
Decks Running
116
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
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

Final zone distribution

69 instances
2.9%
Battlefield
44.9%
Graveyard
5.8%
Exile
46.4%
Hand

Commanders that played this card

in tracked games

The "good card" funnel

322 brought · 119 players
Brought to game
322
Ever drawn
65
Reached battlefield
32
Still on board at game end
2
≥ -4.3pp

Players who cast this card win 32% of the time (n=24) , vs 26% when it never left the library (n=186).

When players drew this card but left it in hand, they won 27% (n=26).

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 +5.9pp; 95% confidence interval -4.3pp to +16.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

First-cast turn

n=32
0%
T1
3%
T2
3%
T3
25%
T4
19%
T5
50%
T6-9
0%
T10+
Median 5.5 P25 4 · P75 7 · max 9
On curve 31% (8 / 32 cast on T4) Cast same turn as drawn 16%

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.