Mikey & Leo, Chaos & Order

Art by Jason Rainville

Commander deckGW

Mikey & Leo, Chaos & Order

Build a wide and tall army of creatures by steadily distributing +1/+1 counters, proliferating, giving evasive abilities like flying and trample to modified creatures, and refuel via card draw triggers tied to counters and combat.

$101.72for all 100 cards at today’s prices
Built Sep 14, 202666 views

Asked for“Monte um deck Commander budget de Mikey & Leo, Chaos & Order, focado em +1/+1 counters. Quero gastar o mínimo possível, então priorize cartas que eu já possuo e, nas compras, use principalmente cartas muito baratas. O plano deve ser colocar counters constantemente, gerar valor com eles, comprar cartas através do comandante e transformar criaturas pequenas em ameaças grandes. Priorize sinergias como “quando colocar counters”, proliferate, distribuir counters entre várias criaturas, trample/evasão para criaturas com counters e proteção. Quero um deck funcional e consistente, não competitivo, aproximadamente Bracket 2-3. Mantenha o máximo possível da temática Teenage Mutant Ninja Turtles, usando personagens e cartas TMNT que sejam legais na identidade verde/branca. Evite staples caras, infinitos e cartas cujo único propósito seja duplicar triggers. Use aproximadamente 36-38 terrenos, ramp, draw, removals e proteção suficientes.”

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 60 nonland cards

7
19
18
7
5
3
1
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp12
Card draw10
Interaction10
↳ board wipes2
Tutors5

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

W 29G 47
39lands · rule of thumb 35–38
2.98average mana value (nonland)
$101.72whole deck, today

The list

Commander

1
Mikey & Leo, Chaos & Order

Mikey & Leo, Chaos & Order

GWGW

Legendary Creature — Mutant Ninja Turtle

Chosen commander for the requested strategy.

Ramp

10
Sol Ring

Sol Ring

1

Artifact

Essential budget mana acceleration staple.

Arcane Signet

Arcane Signet

2

Artifact

Consistent two-color mana fixing.

Talisman of Unity

Talisman of Unity

2

Artifact

Cheap untapped Selesnya mana source.

Selesnya Signet

Selesnya Signet

2

Artifact

Efficient color fixing ramp.

Cultivate

Cultivate

2G

Sorcery

Ensures land drops and fixes colors.

Kodama's Reach

Kodama's Reach

2G

Sorcery — Arcane

Budget land ramp staple.

Rampant Growth

Rampant Growth

1G

Sorcery

Early turn land ramp.

Gyre Sage

Gyre Sage

1G

Creature — Elf Druid

Grows with +1/+1 counters and generates massive mana.

Incubation Druid

Incubation Druid

1G

Creature — Elf Druid

Taps for 3 mana once it gets a +1/+1 counter.

Rishkar, Peema Renegade

Rishkar, Peema Renegade

2G

Legendary Creature — Elf Druid

Places counters and turns all counter-laden creatures into mana dorks.

Card Draw

9
Armorcraft Judge

Armorcraft Judge

3G

Creature — Elf Artificer

Draws a card for each creature you control with a counter.

Inspiring Call

Inspiring Call

2G

Instant

Draws massive cards while making counter creatures indestructible.

Rishkar's Expertise

Rishkar's Expertise

4GG

Sorcery

Draws cards equal to your biggest creature's power.

Hunter's Insight

Hunter's Insight

2G

Instant

Massive card draw on connecting with a buffed creature.

Beast Whisperer

Beast Whisperer

2GG

Creature — Elf Druid

Engine draw whenever casting creature spells.

Shamanic Revelation

Shamanic Revelation

3GG

Sorcery

Draws based on wide board state and restores life.

Return of the Wildspeaker

Return of the Wildspeaker

4G

Instant

Flexible draw based on power or game-ending overhaul pump.

Harmonize

Harmonize

2GG

Sorcery

Reliable generic card draw in green.

Mentor of the Meek

Mentor of the Meek

2W

Creature — Human Soldier

Draws cards as small base-power creatures enter.

Removal

10
Swords to Plowshares

Swords to Plowshares

W

Instant

Premier low-cost creature exile.

Path to Exile

Path to Exile

W

Instant

Cheap single-target exile removal.

Beast Within

Beast Within

2G

Instant

Instant-speed removal for any permanent.

Generous Gift

Generous Gift

2W

Instant

Flexible permanent removal in white.

Nature's Claim

Nature's Claim

G

Instant

Ultra-cheap artifact or enchantment destruction.

Reclamation Sage

Reclamation Sage

2G

Creature — Elf Shaman

Budget creature-based artifact/enchantment removal.

Dromoka's Command

Dromoka's Command

GW

Instant

Multi-mode spell that puts counters and forces fight removal.

Cleansing Nova

Cleansing Nova

3WW

Sorcery

Flexible wrath for creatures or artifacts/enchantments.

Collective Effort

Collective Effort

1WW

Sorcery

Escalate spell that places counters while removing threats/enchantments.

Dusk // Dawn

Dusk // Dawn

2WW // 3WW

Sorcery // Sorcery

Destroys large opposing threats while preserving your small initial creatures.

Threats/Wincons

23
Hardened Scales

Hardened Scales

G

Enchantment

Increases every +1/+1 counter placement by one.

Conclave Mentor

Conclave Mentor

GW

Creature — Centaur Cleric

Adds extra counters and heals when dying.

Mikaeus, the Lunarch

Mikaeus, the Lunarch

XW

Legendary Creature — Human Cleric

Distributes +1/+1 counters to your whole army repeatedly.

Champion of Lambholt

Champion of Lambholt

1GG

Creature — Human Warrior

Grows continuously while making your army unblockable.

Good-Fortune Unicorn

Good-Fortune Unicorn

1GW

Creature — Unicorn

Automatically puts +1/+1 counters on entering creatures.

Forgotten Ancient

Forgotten Ancient

3G

Creature — Elemental

Accumulates counters fast from any spell cast and redistributes them.

Managorger Hydra

Managorger Hydra

2G

Creature — Hydra

Grows on any player's spell cast and has trample.

Kalonian Hydra

Kalonian Hydra

3GG

Creature — Hydra

Doubles +1/+1 counters on all your creatures whenever it attacks.

Duskshell Crawler

Duskshell Crawler

1G

Creature — Insect

Cheap creature that grants trample to all creatures with counters.

Tuskguard Captain

Tuskguard Captain

2G

Creature — Human Warrior

Gives trample to all modified creatures with counters.

Abzan Falconer

Abzan Falconer

2W

Creature — Human Soldier

Gives flying to all creatures with counters for easy evasion.

Evolution Sage

Evolution Sage

2G

Creature — Elf Druid

Proliferates counters on every land drop.

Grateful Apparition

Grateful Apparition

1W

Creature — Spirit

Proliferates whenever it deals combat damage.

Pollenbright Druid

Pollenbright Druid

1G

Creature — Elf Druid

Provides an initial counter or proliferates existing ones.

Scavenging Ooze

Scavenging Ooze

1G

Creature — Ooze

Graveyard hate that grows itself with +1/+1 counters.

Hamza, Guardian of Arashin

Hamza, Guardian of Arashin

4GW

Legendary Creature — Elephant Warrior

Reduces creature costs based on total creatures with counters.

Kodama of the West Tree

Kodama of the West Tree

2G

Legendary Creature — Spirit

Grants trample and ramps lands whenever modified creatures deal damage.

Kurbis, Harvest Celebrant

Kurbis, Harvest Celebrant

XGG

Legendary Creature — Treefolk

Enters big and protects counter creatures from damage.

Sovereign Okinec Ahau

Sovereign Okinec Ahau

2GW

Legendary Creature — Cat Noble

Massively buffs creatures whose power is greater than base power on attack.

Botanical Brawler

Botanical Brawler

GW

Creature — Elemental Warrior

Grows whenever counters are placed on any other permanent.

Enduring Scalelord

Enduring Scalelord

4GW

Creature — Dragon

Triggers off counters placed on other creatures to grow exponentially.

Juniper Order Ranger

Juniper Order Ranger

3GW

Creature — Human Knight Ranger

Buffs entering creatures and grows itself concurrently.

Citadel Siege

Citadel Siege

2WW

Enchantment

Puts two +1/+1 counters on a creature every combat phase.

Utility

8
Swiftfoot Boots

Swiftfoot Boots

2

Artifact — Equipment

Protects key creatures and grants haste.

Lightning Greaves

Lightning Greaves

2

Artifact — Equipment

Zero-cost shroud and haste protection.

Heroic Intervention

Heroic Intervention

1G

Instant

Instant-speed board protection against wipes.

Unbreakable Formation

Unbreakable Formation

2W

Instant

Provides board wipe protection or an offensive +1/+1 counter push.

Silkguard

Silkguard

XG

Instant

Instant protection for modified creatures that can also distribute counters.

Ozolith, the Shattered Spire

Ozolith, the Shattered Spire

1G

Legendary Artifact

Budget hard-scales effect that can also generate counters directly.

Felidar Retreat

Felidar Retreat

3W

Enchantment

Landfall engine for token creation or teamwide +1/+1 counters and vigilance.

Together Forever

Together Forever

WW

Enchantment

Recovers creatures with counters back to hand when they die.

Lands

39
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Brushland

Brushland

Land

Nonbasic dual land for color fixing.

Sunpetal Grove

Sunpetal Grove

Land

Nonbasic dual land for color fixing.

Temple of Plenty

Temple of Plenty

Land

Dual land with scry.

Canopy Vista

Canopy Vista

Land — Forest Plains

Nonbasic dual land for color fixing.

Fortified Village

Fortified Village

Land

Nonbasic dual land for color fixing.

Plains

Plains 9x

Basic Land — Plains

Basic land allocated from mana pip counts.

Forest

Forest 15x

Basic Land — Forest

Basic land allocated from mana pip counts.