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Teenage Mutant Ninja Turtles Showcase, Featuring: Raph & Mikey, Troublemakers

Forget the “smash and pass” stereotypes. In our latest deck tech, we’re diving into Raph & Mikey, Troublemakers, a high-velocity Gruul strategy that skips the mana curve to cheat massive behemoths directly into combat.

When we think on Gruul color identity, the initial thoughts often drift toward a simplistic swarm of beasts or the heavy reliance on basic creature aggression. These strategies define the traditional “smash and pass” archetypes known throughout the format. However, Raph & Mikey, Troublemakers, present us a new form of cheating in play big and powerful creatures. This strategy moves away from the fragile reliance on small creature rushes. Instead, it embraces an aggressive way of cheating massive creatures directly onto the field and chaining extra combat steps.

This deck will present us a powerful suite of creatures with high stats and high abilities. It utilizes high-stat monsters and repetitive combat phases to maintain control. Raph & Mikey reign supreme over a battlefield of their own making. No resource is too precious to spend for victory. This blog post explores the intricate layers of the Troublemakers’ domain. It is a journey into the heart of the fire and the forest. Gruul is about strength. It is about speed. The world will shake.

The Troublemakers’ Premise

The core strategy centers on the synergistic power of Raph & Mikey, Troublemakers. In this Red and Green shell, the commander serves as the focal point for a strategy that thrives on explosive turns. The deck exploits the raw power of high-mana-value creatures. It utilizes these massive threats to bypass traditional ground stalls. Many creatures in this list carry significant mana costs. These are offset by a robust infrastructure of rituals and ramp spells.

This strategy functions as a “Cheat in Play” and “Extra Combat” hybrid. It utilizes the inherent strengths of green to find and protect massive threats while using red to strike repeatedly. While opponents struggle to build their battlefield.

Core Gameplay

The progression of a game with Raph & Mikey is a study in escalating terror. Every turn should feel like a tightening noose for the table. The player must prioritize establishing a mana base quickly.

Get Ready for Troubles 

In the early game, you should focus on your mana acceleration. While your commanders are your leaders, they require a stable foundation of mana to exert their influence. 

Sol Ring, Arcane Signet, and Gruul Signet are essential during these opening turns. You must ensure that the mana curve is satisfied early. Nature’s Lore and Three Visits serve as efficient ramping tools.

They allow for the casting of mid-game threats far ahead of schedule. During this time, minor utility pieces like Utopia Sprawl can be deployed. These early actions prepare the field for the commanders’ arrival. Mana is the key. Speed is the goal.

And Make It Double

Once the game transitions into the mid-game, you should play your core threats. Creatures like Etali, Primal Conqueror and Vaultborn Tyrant become major problems. At this point, even a single combat step can dictate the pace of the game. Spells like Guardian Project are there to maintain your hand size. These spells are essential. They allow the player to draw into more powerful removal or protection. You should focus on thinning the opponents’ options with targeted removal. Chaos Warp and Beast Within provide efficient answers to problematic permanents.

Raph & Mikey Blasting Off

Your endgame is characterized by having massive, evasive threats and multiple combat phases. You will be aiming to close the game with powerful combat loops. If the board is stalled, Savage Beating or World at War can finish the job. 

The deck counts on the sheer power of Ghalta, Stampede Tyrant to flood the field. At this stage, your opponents should be unable to deal with your high power board.

Raph & Mikey’s High-Velocity Assault

This decklist is a robust and lethal example of high-power Gruul color identity. We are looking into a strong Bracket 4 deck. It possesses significant efficiency and high-impact cards. 

The mana base is incredibly optimized. With lands like Cragcrown Pathway and Rockfall Vale, the deck generates consistent colors. The removal suite is comprehensive. It features top-tier utility creatures like Terastodon and Woodfall Primus.

The deck is designed for a player who enjoys having an answer for everything. It strikes a balance between proactive threats and reactive protection. The synergy between the massive creatures and the extra combat steps makes it a threat at any stage.

Raph & Mikey’s High-Velocity Assault
by Crumblier
TCGplayer $1233.38
Commander
Aggro
Gruul Aggro
Ramp
17 mythic
33 rare
14 uncommon
37 common
0
1
2
3
4
5
6+
Instants (9)
1
Tyvar’s Stand
$1.49
1
Vitalize
$1.49
1
Beast Within
$0.99
1
Chaos Warp
$0.69
1
Savage Beating
$10.99
Sorceries (15)
1
Farseek
$1.49
1
Nature’s Lore
$3.99
1
Rampant Growth
$0.79
1
Three Visits
$8.49
1
Cultivate
$0.79
1
Harmonize
$0.35
1
Irencrag Feat
$1.79
1
Migration Path
$0.79
1
Skyshroud Claim
$2.29
1
Vastwood Surge
$0.49
1
World at War
$8.99
1
Blasphemous Act
$2.49
Artifacts (8)
1
Arcane Signet
$0.79
1
Dolmen Gate
$34.99
1
Gruul Signet
$0.99
1
Herd Heirloom
$5.49
1
Thought Vessel
$3.99
1
Helm of the Host
$10.99
1
Doors of Durin
$0.99
Enchantments (8)
1
Utopia Sprawl
$2.49
1
Wild Growth
$0.69
1
Sylvan Library
$29.99
1
Elemental Bond
$4.49
1
Guardian Project
$17.99
Lands (36)
14
Forest
$4.90
12
Mountain
$4.20
1
Command Tower
$0.69
1
Crystal Grotto
$0.35
1
Game Trail
$0.49
1
Hidden Grotto
$0.35
1
Rockfall Vale
$2.99
1
Rootbound Crag
$0.59
101 Cards
$577.23

Bring in The Hoolingangs

Being a creature heavy deck, we need the right amount of high-impact creatures to deal with our opponents by cheating them into play.

High-Impact Troublemakers

The deck follows the idea of providing massive bodies for significant mana investment.

Etali, Primal Conqueror is a primary example. It is a massive threat that steals cards from every player on entry. This turns a single creature into a wide board presence. 

Similarly, Vaultborn Tyrant offers a terrifying passive ability. It draws cards as it enters and creates an artifact creature token of itself if it isn’t an artifact as it dies. It is a must-answer threat.

Anzrag, the Quake-Mole, serves a different role. It is an extra combat machine. If it is blocked, it untaps everything and grants a new combat step. This prevents opponents from blocking safely. It forces opponents to take massive damage.

Ghalta, Stampede Tyrant and Ilharg, the Raze-Boar provide constant pressure. The former dumps your hand into play. The latter cheats creatures onto the battlefield attacking.

Not Every Hooligang is a Bad Hooligang

Resource management is vital in this list. 

Woodfall Primus is a classic staple. It provides a massive body and destroys noncreature permanents. Is a pretty high-body creature, with an instantaneous impact on the battlefield as it enters.

Combustible Gearhulk provides a burst of card draw or mills you three cards. It digs through your library for your high-mana bombs, either putting them in your hand, or dealing a devastating blow to target opponent equal to the mana cost of all cards milled this way.

Terastodon is an incredible removal creature. A 9/9 Elephant that when enters the Battlefield destroys 3 permanents and makes their controllers put a 3/3 green Elephant Tokens into the battlefield, allowing you to deal with any three problematic permanents. This ensures that the opponents’ best artifacts or enchantments are neutralized.

Giant Adephage handles long games. It creates copies of itself when it deals combat damage. If no one destroys it and let it sit on the battlefield, it could easily start to grow an army of itself into the battlefield, putting your opponents in disarray, frantically searching for a boardwipe.

Titan of Industry allows you to exploit the board. By either destroying an artifact of enchantment, making target player gain 5 life points, creating a 4/4 green Rhino Warrior creature token or by putting a shield counter on a creature you control.

The High-Cost Finishers

Angrath's Marauders and Twinflame Tyrant help you deal with your opponents in a more powerful and simple way. They both work by doubling the damage of any source you control, and let’s be real for a moment, this deck doesn’t have many weeny creatures.

Tools of the Troublemakers

While this deck is creature-heavy, it runs the right amount of instants and sorceries that would help you achieve victory.

Sorceries

Blasphemous Act is the gold standard for red wipes. More often than not it would clear the board by a single red mana, helping you to reset any token heavy board presence and allowing you to redeploy your big threats without having to worry much about your opponents’ board.

Last March of the Ents offers an interesting way to draw cards and cheat creatures into play. It bypasses paying their mana costs. Helping you to put into play multiple powerful threats in a single turn.

Harmonize is a classic green draw spell that allows you to draw three cards for four mana, a little steep for many decks, but not for this one, also, most of the time you don’t want to draw many cards because your commander put creatures straight from the deck into the battlefield. 

Cultivate, Nature's Lore and Three Visits will help you by tutoring some lands into the battlefield, allowing you to ramp up your mana base to try and cast Raph & Mikey as soon as possible.

Vastwood Surge and Migration Path provide more ways to get ahead of the curve. If an opponent thinks they are safe, you simply ramp into your commander earlier than they thought.

Rishkar's Expertise is a tactical draw spell. It rewards you for having a high-power creature on the field, by drawing as many cards as power that creature has. And allows you to cast a spell from your hand of mana cost 5 or more without paying it.

Instants

Nine instants provide a swift way of responding against any threat or problem you could have.

Chaos Warp and Beast Within are efficient targeted removal on these colors, allowing you to deal with any problematic threat while leaving something innocuous on the battlefield.

Heroic Intervention is the golden standard of green protection spells. By giving your permanents hexproof and indestructible until end of turn, it protects your entire board from destruction.

Tamiyo's Safekeeping works in a similar way, but only for a single permanent, allowing you to trade a single green mana for protection and life. It is a versatile tool for any situation.

Savage Beating provides an extra combat step or gives your creatures double strike. It can be entwined to do both effects at the same time as well.

Great Train Heist comes with some good modular effects, allowing you to have an extra combat phase, giving your creatures +1/+0 and first strike until end of turn or creating a treasure token whenever a creature you control deals combat damage to target opponent this turn. You could use any combination of this three modes by paying their respective spree cost

Vitalize and Benefactor's Draught allows you to untap your creatures at instant speed. Allowing you to have your army to attack without worrying of being unable to block. 

Artifacts and Infrastructure

The artifacts in this deck are chosen for mana production and utility.

Mana Rocks

Sol Ring and Arcane Signet are the staply stapler of the staples. Allowing you to stay ahead of the mana curve.

Gruul Signet and Talisman of Impulse are your colored mana rocks that will help you to have consistent colors. 

Thought Vessel provides a massive boost by removing hand size limits. It allows for the keeping of your high-mana behemoths with ease.

Herd Heirloom gives you mana specially for creatures, and also gives a creature you control with power 4 or greater the ability to draw a card when it deals combat damage.

Utility Tools of the Ninja (Ninjutsu Not Included)

Dolmen Gate is a powerful artifact for this type of deck, giving your creatures protection from combat damage to any attacking creature you control.

Doors of Durin allows you to scry 2 whenever you attack and then you may reveal the card from the top of your library, if the card is a creature card you’ll put it into the battlefield tapped and attacking.

Helm of the Host is a pretty powerful equipment that your commander seeks to be equipped with, because it will clone it and remove the legendary state of the copy, allowing them to have multiple triggers of the ability and putting multiple permanents on the battlefield.

The Ninja Technik’s

The deck runs several enchantments to exploit board state and provide card draw.

More Resources than You Can Handle

Shadow in the Warp is a unique inclusion. It provides cost reduction while punishing opponents for casting noncreature spells. It serves as a thematic piece for the Troublemakers. It assists in maintaining the player’s grip on the game.

Rhythm of the Wild ensures that your creatures can’t be countered, while also giving them riot. Ensuring that most of your creatures enters the battlefield with haste.

Elemental Bond and Garruk's Uprising are your value engines. Making you draw cards every time a creature with power 3 or greater, or power 4 or greater respectively enters the battlefield under your control.

Guardian Project This is one of the primary draw frameworks. Playing a singleton format makes this card a secure draw engine for every nontoken creature that enters the battlefield under your control.

Sylvan Library provides a powerful defensive and offensive card. It ensures you draw three cards at the cost of 4 life for each additional card apart from the first card you draw or you just return them to the top of your library to being shuffled away by another effect.

Mana Base: The Lands of the Grove

Playing Gruul allows for a very consistent mana base. This deck runs a pretty basic mana base, capable of playing all your spells but without breaking your bank account any more.

The Power of Utility

Hidden Grotto and Crystal Grotto work as our only utility lands allowing us to Surveil and Scry our deck to arrange the top to help us find a good answer to any problem we’ve been facing.

A commander deck of more than two colors shouldn’t be without a Command Tower working as a perfect solution to guarantee the colors you need.

Gruul Lands

Cragcrown Pathway is a good budget dual land that would grant you the color you need but only one of those colors per game. Rootbound Crag provides an untapped dual land thanks to our huge amount of basic lands on our mana base. In a similar way, Game Trail would enter, most often than not, untapped for the same reasons. enter It is a vital tool for when your hand is full of monsters.

Rockfall Vale is a pretty good land on a budget, entering untapped if you control two or more lands, allowing you to build up your mana base for your commander.

Fire-Lit Thicket is our filtering land, allowing us to change a green or red mana for the combination of two mana you’ll need.

Thornspire Verge is our most expensive land on the set, being essentially a mountain until we have a mountain or forest, in which case it turns into a dual land.

Closing Words

In conclusion, Raph & Mikey, Troublemakers offer a refreshing take on the Gruul, by cheating into play powerful creatures every time they attack. It moves away from the standard ramping up to big stompy threats, to cheating into play those same big stompy creatures attacking.

If you want a powerful deck that keeps the pressure on the battlefield, especially towards the mid/end game, while having the tools to keep yourself alive through the early game, then have no doubt that Raph & Mikey will help you to keep you in trouble while stomping your opponents.

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