Arcane Foundry › Commanders › Raph & Leo, Sibling Rivals
Raph & Leo, Sibling Rivals
Legendary Creature — Mutant Ninja Turtle · {1}{R/W}{R/W} · Red/White 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.
Build a Raph & Leo, Sibling Rivals deck →
What Raph & Leo, Sibling Rivals actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever 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.
What a Raph & Leo, Sibling Rivals deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- extra combat phases and attackers that profit from them
- haste, evasion and protection for the commander, and extra combats (its own attack is the engine)
The Raph & Leo, Sibling Rivals deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 10× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 10× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 6× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Raph & Leo, Sibling Rivals
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- Voice of Victory2 mana
- Guide of Souls1 mana
- Adeline, Resplendent Cathar3 mana
- Krenko, Tin Street Kingpin3 mana
- Ainok Strike Leader2 mana
- Arabella, Abandoned Doll2 mana
- Fear of Missing Out2 mana
- Inti, Seneschal of the Sun2 mana
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Rising of the Day3 mana
- Thousand-Year Elixir3 mana
- The Fire Crystal4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Urabrask the Hidden5 mana
- Fervor3 mana
- Hammer of Purphoros3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Replicating Ring3 mana
- Elspeth, Storm Slayer5 mana
- Hero of Bladehold4 mana
- Omarthis, Ghostfire Initiate0 mana
- Elspeth, Sun's Champion6 mana
- Andúril, Flame of the West3 mana
- Cosmogrand Zenith3 mana
- Hanweir Garrison3 mana
Make the commander connect — a body that never deals combat damage never triggers
- Iroas, God of Victory4 mana
- Elspeth, Sun's Champion6 mana
- Eldrazi Monument5 mana
- Goblin War Drums3 mana
- Delney, Streetwise Lookout3 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
- Archetype of Aggression3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Wild Magic Surge2 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
- Erode1 mana
- Unwanted Remake1 mana
- Angelic Ascension2 mana
Find the exact card the plan needs
- Open the Armory2 mana
- Enlightened Tutor1 mana
- Kellan, the Fae-Blooded // Birthright Boon3 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
- Imperial Recruiter3 mana
- Ranger-Captain of Eos3 mana
- Loyal Tutor1 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Day of Judgment4 mana
- Street Spasm1 mana
- Shatter the Sky4 mana
- Split Up3 mana
Refill your hand
- Esper Sentinel1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Professional Face-Breaker3 mana
- Archivist of Oghma2 mana
- The One Ring4 mana
- Sticky Fingers1 mana
- Vexing Bauble1 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Hexing Squelcher2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Chaplain of Alms // Chapel Shieldgeist1 mana