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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
330
Decks Running
139
Median Cast Turn
5
Drawn → Played
61%
Format
First-cast turn
n=37
3%
T1
0%
T2
22%
T3
19%
T4
11%
T5
38%
T6-9
8%
T10+
Median
5
P25
4
· P75
7
· max
15
On curve
24%
(8 / 37 cast on T3)
Cast same turn as drawn
27%
The "good card" funnel
330 brought · 126 playersBrought to game
330
Ever drawn
61
Reached battlefield
37
Still on board at game end
28
Once cast, 76% 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.
≥ -18.3pp
Players who cast this card win 11% of the time (n=33) , vs 19% when it never left the library (n=230).
When players drew this card but left it in hand, they won 39% (n=22).
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 -8.0pp; 95% confidence interval -18.3pp to +2.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
69 instances4.3%
Library
40.6%
Battlefield
18.8%
Graveyard
4.3%
Exile
Commanders that played this card
in tracked games-
1
Leonardo, the Balance
48 decks
-
2
Heroes in a Half Shell
21 decks
-
3
Michelangelo, the Heart
8 decks
-
4
The Astonishing Ant-Man
7 decks
-
5
Blech, Loafing Pest
4 decks
-
6
Tidus, Yuna's Guardian
4 decks
-
7
Yuna, Grand Summoner
4 decks
-
8
The Wise Mothman
3 decks
-
9
Toph, Earthbending Master
3 decks
-
10
Zimone, Infinite Analyst
3 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 670,000+ Commander games overall, and this card-level play data comes from the Playgroup Live subset of that corpus.