EDHREC ranks TMNT’s ten most-played Commander cards in real time
TMNT’s first real Commander breakout is not a turtle legend at all. EDHREC’s live rankings are packed with utility cards that are outpacing the fan-favorite names.

1. Irma, Part-Time Mutant
Nick Price’s April 20 snapshot lands after TMNT’s March 6 launch and the prerelease, Commander Party, and It’s Turtle Time windows, so these deck counts reflect the first real Commander adoption wave. Irma, Part-Time Mutant leads the set at 18,428 decks, ahead of Hidden Hideout at 17,705 and The Ooze at 16,246, which is the cleanest possible signal that TMNT’s breakout card is a utility piece, not a mascot. That matters because Turtle Power! is only one ready-to-play 100-card Commander deck led by Leonardo, the Balance, so this ranking shows how the wider set is being adopted beyond the precon itself.

2. Hidden Hideout

A land sitting this high is the kind of result Commander players should pay attention to immediately. Hidden Hideout’s 17,705 decks put it well ahead of most of the marquee creature cards in the set, and that is exactly why a real-time list beats spoiler-season hype: it shows the cards that fix mana, smooth turns, and quietly make whole shells function.
3. The Ooze
The Ooze is the first card on the list that feels like the kind of broad, flexible glue piece Commander players never stop finding room for. At 16,246 decks, it is still a monster adoption number, but it trails the set’s top utility cards, which says a lot about how TMNT is being slotted into actual decks rather than just collected for flavor.
4. Ninja Pizza
Ninja Pizza is the sort of card that sounds like a joke until the deck counts start telling a different story. Its 15,625-deck total puts it in the top tier of the set and makes it one of the clearest examples of a crossover card earning its place because it does useful Commander work, not just because the name is memorable.
5. Endless Foot Assault
The Foot Clan package is proving it can carry real weight in Commander, and Endless Foot Assault is the proof. Sitting at 15,230 decks, it is already functioning like an adoption anchor for go-wide and token-heavy builds, which is why it shows up so high in a ranking that strips away the franchise glow and measures table use instead.
6. Turtle Lair
Turtle Lair is another reminder that the best TMNT cards for Commander are often the ones that solve gameplay problems first and deliver flavor second. At 14,643 decks, it is firmly in staple territory for the set and one of the cards most likely to define how players build around Turtle-adjacent shells over the long haul.
7. High Score
High Score is the clearest sign that the arcade subtheme is more than set dressing. With 14,382 decks, it outpaces several of the headline characters and shows that players are willing to lean hard into the artifact and value engines when the card actually advances the board.
8. Michelangelo, Weirdness to 11
Michelangelo, Weirdness to 11 is the first marquee turtle legend to crack this part of the ranking, and even he is being chased by lands and engine cards. His 14,032 decks make him a hit, but the larger takeaway is sharper: Commander players are adopting TMNT through function first, then flavor, which is why this list feels more like a shopping guide than a character popularity contest.
9. Super Shredder
Super Shredder clears 13,000 decks and gives the villain side of TMNT real Commander credibility. That matters because it shows the set is not just a heroes-only novelty, it has enough punch on the darker, sacrifice-friendly end of the spectrum to become a legitimate build-around option.
10. Splinter’s Technique
Splinter’s Technique closes out the top ten at 13,064 decks, and that is the most useful lesson in the entire ranking. The card is popular because it does what Commander players actually want, it advances a plan, supports a shell, and fits into decks that are already trying to do something powerful, which makes it the cleanest “test this first” card in the TMNT main set.
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