Turtle Lair
Tracked across real Commander games played through TurnZero HQ.
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What it does
T: Add .
T: Add one mana of any color. Spend this mana only to cast a Ninja or Turtle spell.
3, T: Target Ninja or Turtle can't be blocked this turn.
Rulings
One official ruling, as Wizards published it.
- 2026-01-27
Once a Ninja or Turtle creature has been blocked, activating Turtle Lair's last ability targeting that creature won't cause it to become unblocked.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Turtle Lair, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Heroes in a Half Shell | 3 | 0 | — |
| Jin Sakai, Ghost of Tsushima | 1 | 0 | — |
Colors it shows up in
- Five-Color 3 decks
- Esper 1 deck
Every version of Turtle Lair
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.

Promo
Media and Collaboration Promos
- Foil
- $7.83

Teenage Mutant Ninja Turtles
- Normal
- $0.25
- Foil
- $0.33
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Turtle Lair. 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.