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Part of Teenage Mutant Ninja Turtles
·
Instant
·
Teenage Mutant Ninja Turtles Eternal (TMC)
Card Preview
Shellshock
Times Brought
279
Decks Running
120
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
Shellshock
Instant
For each opponent, choose up to one target creature that player controls. Shellshock deals X damage to each of those creatures. You create a Mutagen token for each creature dealt damage this way. (They're artifacts with "
,
, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
Teenage Mutant Ninja Turtles Eternal (TMC)
·
Rare
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Illustrated by Brandon L. Hunt
Final zone distribution
61 instances3.3%
Battlefield
41.0%
Graveyard
6.6%
Exile
49.2%
Hand
Commanders that played this card
in tracked games-
1
Leonardo, the Balance
63 decks
-
2
Heroes in a Half Shell
42 decks
-
3
Donatello, the Brains
4 decks
-
4
Michelangelo, the Heart
3 decks
-
5
Raphael, the Muscle
2 decks
-
6
Baxter Stockman
1 decks
-
7
Baylen, the Haymaker
1 decks
-
8
Fire Lord Azula
1 decks
-
9
Hawkeye, Young Avenger
1 decks
-
10
Imskir Iron-Eater
1 decks
The "good card" funnel
280 brought · 125 playersBrought to game
280
Ever drawn
56
Reached battlefield
24
Still on board at game end
2
≥ -19.2pp
Players who cast this card win 18% of the time (n=22) , vs 26% when it never left the library (n=146).
When players drew this card but left it in hand, they won 20% (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 -8.2pp; 95% confidence interval -19.2pp to +2.9pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
First-cast turn
n=24
0%
T1
0%
T2
4%
T3
8%
T4
25%
T5
50%
T6-9
13%
T10+
Median
7.0
P25
5
· P75
8
· max
12
Cast same turn as drawn
9%
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.