

Teenage Mutant Ninja Turtles: The Mighty Mutanimals
Teenage Mutant Ninja Turtles: The Mighty Mutanimals is a .Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 5 cards $29.99 at the Secret Lair store
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We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.
Every card in this drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- Card Kingdom $5.99
- Cardmarket €2.53 foil €3.04
- Mana Pool $3.38 foil $3.97
- TCGplayer $3.88 foil $3.77
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- Card Kingdom $13.99 foil $13.99
- Cardmarket €10.01 foil €10.97
- Mana Pool $9.36 foil $8.63
- TCGplayer $7.72 foil $8.29
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- Card Kingdom $16.99 foil $15.99
- Cardmarket €9.59 foil €11.01
- Mana Pool $13.32 foil $13.38
- TCGplayer $11.92 foil $14.92
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- Card Kingdom $19.99 foil $20.99
- Cardmarket €13.11 foil €16.42
- Mana Pool $17.70 foil $21.85
- TCGplayer $20.38 foil $21.54
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- Card Kingdom $16.99 foil $15.99
- Cardmarket €12.35 foil €12.01
- Mana Pool $11.74 foil $10.87
- TCGplayer $14.16 foil $10.81
The Store Price Against Buying the Cards One at a Time
The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.
| Drop | Version | Store Price | Cards One at a Time | Cheaper |
|---|---|---|---|---|
| Teenage Mutant Ninja Turtles: The Mighty Mutanimals | Foil | $39.99 | $59.33 | The store, by $19.34 |
| Teenage Mutant Ninja Turtles: The Mighty Mutanimals | Non-foil | $29.99 | $58.06 | The store, by $28.07 |
When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
| Drop | Version | Price | Status | On Sale | Sold Out |
|---|---|---|---|---|---|
| Teenage Mutant Ninja Turtles: The Mighty Mutanimals | Foil | $39.99 | Sold out | ||
| Teenage Mutant Ninja Turtles: The Mighty Mutanimals | Non-foil | $29.99 | Sold out |
Ready-made Decks From the Same World
Wizards also sells a (a ready-made Commander deck) for this franchise. Here they are, along with any cards from this page that each one also holds.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
5 cards on this page are in none of these decks.
Rulings for the Cards on This Page
explain how a card 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
27 rulings for 5 cards
Deepglow Skate
As Deepglow Skate's ability resolves, you must double each kind of counter on the permanents it targets.
You can choose no targets if you don't want to double the counters on any permanents.
To double the number of each kind of counter on a permanent, put another counter on it for each counter it already has. Effects that interact with counters being put onto permanents apply as appropriate.
Hardened Scales
If a creature you control would enter the battlefield with a number of +1/+1 counters on it, it enters with that many plus one instead.
Each additional Hardened Scales you control will increase the number of +1/+1 counters placed on a creature you control by one.
If two or more effects attempt to modify how many counters would be put on a creature you control, you choose the order to apply those effects, no matter who controls the sources of those effects.
Kediss, Emberclaw Familiar
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.
Kediss's triggered ability will trigger if any commander you control deals combat damage to an opponent, not just your commander.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
The damage the commander deals as a result of Kediss's triggered ability isn't combat damage. It isn't tracked with combat damage dealt by commanders and won't cause Kediss's ability to trigger again.
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 Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
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.
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
Kediss's triggered ability won't trigger if a commander you control deals combat damage to a planeswalker.
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
Pirated Copy
If the copied creature has {X} in its mana cost, X is 0.
If Pirated Copy somehow enters the battlefield at the same time as another creature, Pirated Copy can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
Pirated Copy copies exactly what was printed on the original creature and nothing more (unless that creature is copying something else or is a token; see below), except it will also be a Pirate and have the granted ability. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
Any enters-the-battlefield abilities of the copied creature will trigger when Pirated Copy enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
If the chosen creature is copying something else, then Pirated Copy enters the battlefield as whatever the chosen creature is copying. It will also be a Pirate and have the granted ability.
Pirated Copy's ability doesn't target the creature.
If the chosen creature is a token, Pirated Copy copies the original characteristics of that token as stated by the effect that put the token onto the battlefield. Pirated Copy is not a token, even when copying one.
If Pirated Copy doesn't enter the battlefield as a creature (such as by copying an artifact or land that became a creature), it doesn't become a Pirate, though it still has the granted triggered ability. It won't become a Pirate even if it later turns into a creature from another effect.
You can choose to not copy anything. In that case, Pirated Copy enters the battlefield as a 0/0 Shapeshifter Pirate creature, and will probably die almost immediately, when state-based actions are next performed.
Being a Pirate and having the granted ability are part of the copiable values of Pirated Copy. If another creature enters the battlefield as or becomes a copy of Pirated Copy, it will copy whatever Pirated Copy is copying, be a Pirate in addition to its other types, and have "Whenever this creature or another creature with the same name deals combat damage to a player, you draw a card."
Triumph of the Hordes
Multiple instances of infect are redundant.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
More from this theme
From the same superdrop
Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.