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Part of Teenage Mutant Ninja Turtles
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Enchantment
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Teenage Mutant Ninja Turtles Eternal (TMC)
Live Play Data
High Score
2%
Live Inclusion
Times Brought
632
Decks Running
271
Median Cast Turn
6
Drawn → Played
67%
Format
First-cast turn
n=83
1%
T1
2%
T2
12%
T3
18%
T4
16%
T5
43%
T6-9
7%
T10+
Median
6
P25
4
· P75
7
· max
15
On curve
16%
(10 / 83 cast on T3)
Cast same turn as drawn
21%
The "good card" funnel
632 brought · 243 playersBrought to game
632
Ever drawn
124
Reached battlefield
83
Still on board at game end
64
Once cast, 77% 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.
≥ -13.6pp
Players who cast this card win 16% of the time (n=77) , vs 21% when it never left the library (n=433).
When players drew this card but left it in hand, they won 31% (n=40).
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 -5.3pp; 95% confidence interval -13.6pp to +3.0pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
144 instances2.8%
Library
44.4%
Battlefield
23.6%
Graveyard
4.9%
Exile
Commanders that played this card
in tracked games-
1
Leonardo, the Balance
93 decks
-
2
Heroes in a Half Shell
42 decks
-
3
Michelangelo, the Heart
14 decks
-
4
The Astonishing Ant-Man
12 decks
-
5
Tidus, Yuna's Guardian
5 decks
-
6
Yuna, Grand Summoner
5 decks
-
7
Animar, Soul of Elements
4 decks
-
8
Blech, Loafing Pest
4 decks
-
9
Bristly Bill, Spine Sower
4 decks
-
10
Skullbriar, the Walking Grave
4 decks
Card text
High Score
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
At the beginning of your end step, draw a card if you control a creature with the greatest power among creatures on the battlefield.
Teenage Mutant Ninja Turtles Eternal (TMC)
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Rare
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Illustrated by Fahmi Fauzi
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.