Rocksteady, Mutant Marauder
Tracked across real Commander games played through TurnZero HQ.
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What it does
Partner with Bebop, Skull & Crossbones (When this creature enters, target player may put Bebop into their hand from their library, then shuffle.)
Trample
Whenever another nontoken creature you control enters, put a +1/+1 counter on target creature.
Combos with Rocksteady, Mutant Marauder
Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.
- Murderous Redcap Infinite
- Infinite creature ETB
- Infinite creature LTB
- Infinite death triggers
- Viscera Seer Infinite
- Infinite creature ETB
- Infinite creature LTB
- Infinite creature sacrifice triggers
- Infinite death triggers
- Infinite scry 1
- Evolution Witness Walking Ballista Infinite
- Infinite creature ETB
- Infinite creature LTB
- Infinite death triggers
- Infinite proliferate
- Infinite storm count
- Dargo, the Shipwrecker Agatha's Soul Cauldron Wild Cantor Infinite
- Infinite commander casts
- Infinite creature ETB
- Infinite creature LTB
- Infinite creature sacrifice triggers
- Infinite death triggers
- Infinite storm count
- Yidaro, Wandering Monster Grinning Ignus Agatha's Soul Cauldron Infinite
- Infinite card draw
- Infinite draw triggers
- Near-infinite creature ETB
- Near-infinite creature LTB
- Near-infinite self-discard triggers
- Mister Gutsy Nim Deathmantle Krark-Clan Ironworks Infinite
- Infinite creature ETB
- Infinite creature LTB
- Infinite creature sacrifice triggers
- Infinite death triggers
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
9 official rulings, in the order Wizards published them.
- 2026-01-27
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player, whether or not they have that card in their library.
- 2026-01-27
Both commanders start in the command zone, and the remaining 98 cards your deck are shuffled to become your library.
- 2026-01-27
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
- 2026-01-27
To have two commanders, both must have the partner ability or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
- 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
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander.
- 2026-01-27
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle."
- 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 one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
- 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 Bebop, Skull and Crossbones and Rocksteady, Mutant Marauder are your commanders, your deck may contain cards with black and/or green in their color identities, but not white, blue, or red.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Rocksteady, Mutant Marauder, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Tromell, Seymour's Butler | 1 | 1 | — |
| Heroes in a Half Shell | 1 | 0 | — |
Colors it shows up in
- Mono-Green 1 deck
- Five-Color 1 deck
Every version of Rocksteady, Mutant Marauder
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 genuinely publishes none for some of them.

Teenage Mutant Ninja Turtles Eternal
- Normal
- $0.20
- Foil
- —

Inverted
Teenage Mutant Ninja Turtles Eternal
- Foil
- $38.79
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Rocksteady, Mutant Marauder — a name search across every version, for 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.