Casey & Raph, Hotheads
Tracked across real Commander games played through TurnZero HQ.
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What it does
When Casey & Raph enter, choose one or both. Each mode must target a different player.
• Target player exiles the top card of their library. Until that player's next end step, they may play that card without paying its mana cost.
• Target player creates two Treasure tokens.
Combos with Casey & Raph, Hotheads
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Deadeye Navigator Infinite
- Infinite artifact ETB
- Infinite artifact LTB
- Infinite artifact sacrifice triggers
- Exile each opponent's library
- Infinite creature ETB
- Infinite creature LTB
- Mortuary Ashnod's Altar Infinite
- Infinite creature ETB
- Infinite creature LTB
- Infinite colorless mana
- Infinite death triggers
- Infinite creature sacrifice triggers
- Infinite storm count
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
3 official rulings, in the order Wizards published them.
- 2026-01-27
If a spell has X in its mana cost, you must choose 0 as the value of X when playing it without paying its mana cost.
- 2026-01-27
If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
- 2026-01-27
The target of the first mode must follow all timing rules for cards played this way. For example, if the exiled card is a land card, they may play it only during their main phase while the stack is empty and only if they have an available land play remaining.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Casey & Raph, Hotheads, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Heroes in a Half Shell | 1 | 0 | — |
Colors it shows up in
- Five-Color 1 deck
Casey & Raph, Hotheads price history
The Teenage Mutant Ninja Turtles Eternal #114 printing, as Scryfall reports the TCGplayer market. Updated nightly. Click any version below to chart its price.
Every recorded price change
| Date | Non-foil |
|---|---|
| Oct 26, 2026 | $0.32 |
| Oct 17, 2026 | $0.32 |
| Oct 16, 2026 | $0.31 |
| Oct 13, 2026 | $0.33 |
| Oct 12, 2026 | $0.32 |
| Oct 11, 2026 | $0.31 |
| Oct 6, 2026 | $0.32 |
| Oct 3, 2026 | $0.34 |
| Sep 30, 2026 | $0.33 |
| Sep 28, 2026 | $0.32 |
A row is recorded only on nights the price moved, so each price held until the row above it.
Every version of Casey & Raph, Hotheads
1 printing, 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.
Teenage Mutant Ninja Turtles Eternal
- Normal
- $0.32
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Casey & Raph, Hotheads. 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.