MTG TMNT cards have been tournament-legal for a week at this point, and already players have found ways to incorporate and utilize the new cards. From potent Pauper upgrades to exciting Modern combo enablers, MTG TMNT has a lot of powerful tools despite being a small set.
Given this set’s vast array of legendary creatures, it’s not too surprising that some options are having a big impact on EDH, too. In fact, Raph and Mikey, Troublemakers has even started making a splash in Duel Commander. This creature sure packs a punch, and with the right support, you can attack for lethal as early as turn two.
MTG Raph and Mikey, Troublemakers

At its core, this deck has a rather simple gameplan, as you just cast Raph and Mikey, Troublemakers, and attack immediately. From there, Raph and Mikey’s trigger will put in another monster and send a wave of damage to your opponent.
Where things start to get interesting, however, is with the creature choices this deck utilizes. With only three massive haymakers to “Cascade” into, Raph and Mikey’s trigger is guaranteed to add a ton of pressure to the board. If your opponent has no blockers, both Worldspine Wurm and Emrakul, the Promised End will deal lethal damage in conjunction with Raph and Mikey. While the same isn’t true with Apex Altisaur, the upside of getting to fight down all of your opponent’s creatures is super high and should still put you in a strong position to win.
The rest of the deck is designed to bolster your main gameplan and address some inherent weaknesses with it. First and foremost, a large percentage of the deck is made up of ramp spells to get to your powerful but clunky Commander ahead of schedule. Turn four is certainly the sweet spot, especially with Sol Talisman and Lotus Bloom in the mix. Yet, this deck is capable of winning on turn two with a one-mana accelerant like Strike it Rich and Jeska’s Will. Alternatively, Strike it Rich, Rite of Flame, and Geosurge can do the trick.
While speed is an essential factor against combo decks, it’s also important to have recourses against counterspells. Fortunately, cards like Savage Summoning and Veil of Summer help you push through your bomb Commander. City of Solitude and Defense Grid offer similar utility, while also weakening opposing removal spells. By adding extra turn spells like Warrior’s Oath or Final Fortune into the equation, you may be able to win the game through blockers before your opponent ever gets another turn.
A One-Dimensional Strategy

As a whole, Mikey and Leo do have a lot going in their favor in Duel Commander, thanks to its impressive consistency. Since you only need to cast and swing with your Commander, you’ve always got your win condition on top. On top of this, the high density of ramp makes Raph and Mikey, Troublemakers surprisingly quick in the grand scheme of Duel Commander, too.
Where Mikey and Leo can run into issues is when facing down a healthy mix of pressure and interaction. Phelia, Exuberant Shepherd and Cloud, Midgar Mercenary strategies, for example, often utilize hate pieces like Drannith Magistrate and Containment Priest that can be backbreaking. When backed up by pressure and protective elements like Mother of Runes, it becomes incredibly difficult to win.
Ultimately, while there’s a good chance Mikey and Leo, Troublemakers continue to pop up here and there in Duel Commander, its one-dimensional nature makes it unlikely to emerge as a tier one option. Nonetheless, the deck is undoubtedly powerful and quite unique. It’s always nice to see new cards make an unexpected appearance in a high-powered environment.
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