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- Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles
Every Teenage Mutant Ninja Turtles card, the one deck, the boxes and every official word from Wizards, in one place.
Key dates
From the reveal to release day and after
Commander decks
One Ready-to-Play Deck
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Turtle Power!
Boosters and bundles
Boxes and Bundles
Teenage Mutant Ninja Turtles cards
320 Cards
Sets in this release
Five Set codes
Mechanics
Mechanics Used in This Set
Sneak26 cards
19 cards
18 cards
13 cards
Alliance10 cards
Disappear9 cards
9 cards
9 cards
8 cards
Food8 cards
8 cards
Double7 cards
News
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Past and Upcoming Sets
Open the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.
Open the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryMenaceA creature with menace cannot be blocked by only one creature. It takes two or more blockers to stop it.Open the full glossaryEquipHow you attach an Equipment to one of your creatures: pay its equip cost and move it on. You can only do this on your own turn when nothing else is waiting to happen, and the Equipment stays on the battlefield if the creature leaves.
Open the full glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossaryDeathtouchAny amount of damage from a creature with deathtouch is enough to destroy the creature it damages, however high that creature's toughness is.Open the full glossaryPartnerAn ability that lets you have two commanders instead of one. Both must have partner, or one must name the other, and your deck uses the colors of both.
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