- Commander Nexus
- Commanders
- Leonardo, the Balance
Command zone
Leonardo, the Balance
Legendary Creature — Mutant Ninja Turtle
Leonardo wants a deck that makes an army of small creatures and attacks with all of them. It has partner, so it can share the lead with a second partner commander.
- Mana cost
- All five colors ()
- Power / toughness3 / 3
- RarityMythic
Whenever a token you control enters, you may put a +1/+1 counter on each creature you control. Do this only once each turn.
: Creatures you control gain menace, trample, and lifelink until end of turn.
Partner—Character select (You can have two commanders if both have this ability.)
Build a deck with Leonardo Find it in the app
- Archetypes
- Themes
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- Mutants
- Ninjas
- Turtles
Cards That Fit Leonardo, the Balance
Picked for what they do in Leonardo's deck. When two cards do the same job, the one with the lower comes first. All of them fit Leonardo'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.
Open the full glossary
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Rulings for Leonardo, the Balance
explain how Leonardo 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
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Donatello, the Brains and Splinter, the Mentor are your commanders, your deck may contain cards with blue and/or black in their color identity, but not cards with red, green, or white. (If Leonardo, the Balance is one of your commanders, your deck may contain cards with any color or combination of colors in their color identity, regardless of who your other commander is.)
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
To have two commanders, both must have appropriate partner abilities as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
You can have two commanders if each one has "Partner—Character select." You can't mix and match them with cards that have other partner abilities.
7 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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