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Part of Teenage Mutant Ninja Turtles
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Legendary Creature — Mutant Ninja Turtle
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Teenage Mutant Ninja Turtles Eternal (TMC)
Live Play Data
Raphael, Tag Team Tough
0%
Live Inclusion
Times Brought
100
Decks Running
39
Median Cast Turn
6
Drawn → Played
74%
Format
First-cast turn
n=23
0%
T1
9%
T2
4%
T3
17%
T4
17%
T5
52%
T6-9
0%
T10+
Median
6
P25
4
· P75
6
· max
9
On curve
78%
(7 / 23 cast on T6)
The "good card" funnel
100 brought · 34 playersBrought to game
100
Ever drawn
31
Reached battlefield
23
Still on board at game end
19
Once cast, 83% 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.
≥ +21.5pp
Players who cast this card win 68% of the time (n=21) , vs 25% when it never left the library (n=58).
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 +43.3pp; 95% confidence interval +21.5pp to +65.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
35 instances54.3%
Battlefield
28.6%
Graveyard
17.1%
Hand
Commanders that played this card
in tracked games-
1
Raph & Mikey, Troublemakers
21 decks
-
2
Heroes in a Half Shell
4 decks
-
3
Leonardo, the Balance
4 decks
-
4
April O'Neil, Live on the Scene
1 decks
-
5
Arthur, Marigold Knight
1 decks
-
6
Cadric, Soul Kindler
1 decks
-
7
Grizzlegom, Hurloon Hero
1 decks
-
8
Henzie "Toolbox" Torre
1 decks
-
9
Ilharg, the Raze-Boar
1 decks
-
10
Jodah, the Unifier
1 decks
Card text
Raphael, Tag Team Tough
Legendary Creature — Mutant Ninja Turtle
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Raphael deals combat damage to a player for the first time each turn, untap all attacking creatures. After this combat phase, there is an additional combat phase.
5 / 6
Teenage Mutant Ninja Turtles Eternal (TMC)
·
Mythic
·
Illustrated by Randy Vargas
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.