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Raph & Leo, Sibling Rivals
WRBorosLegendary Creature — Mutant Ninja Turtle

Raph & Leo, Sibling Rivals

Mana value3Rank#10,642
BuildCard details

The Commander

Whenever Raph & Leo attack, if it's the first combat phase of the turn, untap one or two target attacking creatures. After this phase, there is an additional combat phase.

Guide

Gameplan

Raph & Leo turn your board into a two-swing engine: attack in the first combat, untap one or two attackers so they're ready to block or hit again, then take a bonus combat phase to double up your damage. You build a wide or tall aggressive board and convert each turn's attack into roughly double the value, closing games fast with combat triggers, extra attack steps, and pump.

Strengths

  • Built-in extra combat every turn doubles attack triggers and damage for free
  • Untap clause keeps key attackers available to block or re-swing, smoothing tempo
  • Cheap RW commander curves out early and pressures the board immediately
  • Pairs explosively with combat-trigger payoffs (Sun Titan-style ETB attackers, treasure makers, exile-attack effects)

Weaknesses

  • Commander does nothing the turn it attacks if you have no other attackers worth untapping
  • Relies on connecting in combat, so board wipes and Fog effects set you back hard
  • No evasion or protection built in, so it can be chump-blocked or removed easily
  • RW lacks card advantage and ramp compared to other color pairs

Key Cards

  • Aurelia, the Warleader — Stacks another extra combat and untaps your team, chaining multiple attack phases for lethal swings.
  • Combat Celebrant — Its exert grants yet another combat, and Raph & Leo can untap it to keep the engine going.
  • Bedlam — Forces all creatures to attack but can't block, turning your repeated combats into uncontested damage.
  • Sun Titan — Recurs cheap attack-trigger creatures and threats every combat to snowball value.
  • Reconnaissance — Lets you untap and remove attackers from combat at will, protecting them while still triggering attack abilities.
  • Berserkers' Onslaught — Grants double strike to make the extra combat phases overwhelmingly lethal.

Upgrade Path

Add more extra-combat enablers (Aurelia, Moraug, Combat Celebrant, Aggravated Assault) and double-strike sources to maximize each attack step. Lean into evasion and anthem effects (Iroas, God of Victory; Dolmen Gate) so your attackers connect and survive, and include recursion like Sun Titan plus efficient RW removal to keep the board clear. Round out with ramp via Treasures and fast mana to deploy threats ahead of curve.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Connecting with pumped or double-striking attackers across two-plus combat phases for lethal commander damage
  • ▸Going wide with tokens and swinging twice to overrun the table
  • ▸Looping extra combats with Aurelia/Combat Celebrant for an arbitrarily large attack
  • ▸Snowballing attack triggers (treasures, drains, pings) into incremental kills

Archetypes

  • Aggro/Voltron — Extra combats let a single buffed threat deal damage twice per turn for fast kills.
  • Go-Wide Tokens — Untapping and re-attacking with a token army doubles combat damage and triggers.
  • Combat-Trigger Value — Each attack and extra combat re-fires attack-triggered ETBs, treasure, and ping effects.
  • Extra Combat Combo — Chaining Aurelia, Combat Celebrant, and similar effects can generate near-infinite attack steps.

Combos

No combos found for this commander on Commander Spellbook.

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