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Mikey & Don, Party Planners

Mikey & Don, Party Planners

Legendary Creature — Mutant Ninja Turtle

Mikey & Don wants a deck that casts extra spells for free off the top of its deck. It also works in a deck built around Library Manipulation, Mutants or Ninjas.

  • Mana cost2 genericgreen or bluegreen or blue
  • Blue, Green ()
  • Power / toughness3 / 3
  • RarityRare

Ward 2 generic

You may look at the top card of your library any time.

You may play lands and cast Mutant, Ninja, or Turtle spells from the top of your library. If you cast a creature spell this way, that creature enters with an additional +1/+1 counter on it.

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Archetypes
Themes

Cards That Fit Mikey & Don, Party Planners

Picked for what they do in Mikey & Don's deck. When two cards do the same job, the one with the lower comes first. All of them fit Mikey & Don'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

plan6

The 6 Cards

Mutants plan6

The 6 Cards

Rulings for Mikey & Don, Party Planners

explain how Mikey & Don 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

If the top card of your library changes while you're casting a spell, playing a land, activating an ability, or taking a special action, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.

Wizards of the Coast 27 Jan 2026

Mikey & Don's last ability allows you to cast the top card of your library if the resulting spell is a Mutant, Ninja, or Turtle spell. You pay all required costs, and timing restrictions apply. If that spell is an instant (most likely a kindred instant) or has flash, you'll be able to cast it any time you could cast an instant, even on an opponent's turn.

Wizards of the Coast 27 Jan 2026

Mikey & Don's second ability lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.

3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Mikey & Don, 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 glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.Cascade/Free CastCascade decks cast extra spells for free, straight from the top of their deck, every time they cast the right card. Cascade turns over cards from the top of your library until it hits a cheaper spell, which you may cast without paying for it.Open the Cascade/Free Cast pagePlay from TopLets you play cards directly off the top of your deck, so your next draw is always available to cast. It pairs strongly with anything that controls what sits on top. Bolas's Citadel, Mystic ForgeOpen the Play from Top pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters page