
April O'Neil, Live on the Scene
Legendary Creature — Human Detective
Whenever a Mutant, Ninja, or Turtle you control enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Partner—Character select
2 / 1
Commander bracket
Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules
EDHREC
Combos
Not part of any combo on Commander Spellbook.
Commander recommendations
Top synergy 50
Played far more in this commander's decks than elsewhere.
- Tamiyo's Journal
- Kappa Cannoneer
- Thoughtcast
- Thought Monitor
- Ninja of the Deep Hours
- Prosperous Thief
- Coin of Mastery
- Ray Fillet, Wave Warrior
- Donatello, Way with Machines
- Donatello, Gadget Master
- Krang, Master Mind
- Academy Manufactor
- Baxter, Fly in the Ointment
- Rise and Shine
- Nettlecyst
- Irma, Part-Time Mutant
- Mechanized Production
- Sai, Master Thopterist
- Academy Ruins
- Into Thin Air
- Turtle Van
- Mistwalker
- Phantom Ninja
- Moon-Circuit Hacker
- Curie, Emergent Intelligence
- Mothdust Changeling
- Arcane Adaptation
- Universal Automaton
- Here Comes a New Hero!
- Maskwood Nexus
- Inspiring Statuary
- Ethereal Investigator
- Fountainport
- Junk Winder
- Krark-Clan Ironworks
- Perplexing Test
- Idol of Oblivion
- Panharmonicon
- Command Beacon
- Remote Isle
- Coastal Piracy
- Vedalken Archmage
- Cyberdrive Awakener
- Efficient Construction
- Liquimetal Torque
- Thopter Spy Network
- Slip Out the Back
- Mistrise Village
- Padeem, Consul of Innovation
- Forensic Gadgeteer
Most included 50
Highest share of decks running them, distinctive or not.
- Thought Monitor
- Sol Ring
- Kappa Cannoneer
- Arcane Signet
- Island
- Tamiyo's Journal
- Thoughtcast
- Krang, Master Mind
- Ninja of the Deep Hours
- Academy Ruins
- Coin of Mastery
- Rise and Shine
- Prosperous Thief
- Sai, Master Thopterist
- Irma, Part-Time Mutant
- Baxter, Fly in the Ointment
- Donatello, Gadget Master
- Arcane Denial
- Reliquary Tower
- Donatello, Way with Machines
- Academy Manufactor
- Ray Fillet, Wave Warrior
- Mechanized Production
- Nettlecyst
- Moon-Circuit Hacker
- Junk Winder
- Vedalken Archmage
- Swiftfoot Boots
- Mothdust Changeling
- Forensic Gadgeteer
- Curie, Emergent Intelligence
- Inspiring Statuary
- Panharmonicon
- Maskwood Nexus
- Idol of Oblivion
- Lightning Greaves
- Padeem, Consul of Innovation
- Counterspell
- Resculpt
- Slip Out the Back
- Reality Shift
- Perplexing Test
- Wayfarer's Bauble
- Pongify
- Rapid Hybridization
- Here Comes a New Hero!
- Into Thin Air
- Cyberdrive Awakener
- Ethereal Investigator
- Phantom Ninja
Format legality
Rulings
- 2026-01-27
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- 2026-01-27
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
- 2026-01-27
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.
- 2026-01-27
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 Donatello, the Brains and Splinter, the Mentor are your commanders, your deck may contain cards with blue and/or black in their color identity, but not cards with red, green, or white. (If Leonardo, the Balance is one of your commanders, your deck may contain cards with any color or combination of colors in their color identity, regardless of who your other commander is.)
- 2026-01-27
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional
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.
- 2026-01-27
To have two commanders, both must have appropriate partner abilities as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
- 2026-01-27
You can have two commanders if each one has "Partner—Character select." You can't mix and match them with cards that have other partner abilities.