April O'Neil, Live on the Scene
Tracked across real Commander games played through TurnZero HQ.
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What it does
Whenever a Mutant, Ninja, or Turtle you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Partner—Character select
Rulings
7 official rulings, in the order Wizards published them.
- 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
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
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
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
- 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.
- 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
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional 2 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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes April O'Neil, Live on the Scene, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Heroes in a Half Shell | 3 | 0 | — |
Colors it shows up in
- Five-Color 3 decks
Every version of April O'Neil, Live on the Scene
2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Inverted
Teenage Mutant Ninja Turtles Eternal
- Foil
- $78.64

Teenage Mutant Ninja Turtles Eternal
- Normal
- $0.30
- Foil
- —
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for April O'Neil, Live on the Scene. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.