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Donatello, Turtle Techie

Donatello, Turtle Techie

Legendary Creature — Mutant Ninja Turtle

Donatello wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Mutants, Ninjas or Turtles.

  • Mana cost3 genericblue
  • Blue ()
  • Power / toughness3 / 4
  • RarityCommon

When Donatello enters, if you control an artifact, draw a card.

Build a deck with Donatello Find it in the app

Archetypes
Themes

Cards That Fit Donatello, Turtle Techie

Picked for what they do in Donatello's deck. When two cards do the same job, the one with the lower comes first. All of them fit Donatello's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Donatello, Turtle Techie does6

The 6 Cards

Rulings for Donatello, Turtle Techie

explain how Donatello works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 27 Jan 2026

When Donatello enters the battlefield, his triggered ability will check to see if you control an artifact. If you don't, the ability won't trigger at all. If the ability does trigger, it will check again as it tries to resolve. If you no longer control any artifacts, the ability won't do anything.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Donatello, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw page