Instant // InstantTeenage Mutant Ninja Turtles Eternal
50/100
Plays about the same in 2HG as it does in any other format.
No 2HG-specific rules fire on this card — it plays much the same here as anywhere else.
Ratings start at a neutral 50 and are adjusted by rules derived from 2HG's structure — shared 60 life, shared turns, two opponents. They'll be recalibrated against real play rates once teams start submitting decklists.
Double Jump Put a flying counter on target creature you control. Until end of turn, it has base power and toughness 5/5. Fuse (You may cast one or both halves of this card from your hand.) // Flying Kick Target creature you control deals damage equal to its power to target creature an opponent controls. Fuse (You may cast one or both halves of this card from your hand.)
Fits the same colour identity — good candidates for your teammate's deck.
Suggestions are characteristic-based for now. Once teams submit pairings, this becomes a real co-occurrence score: played in X% of teams whose partner deck runs Double Jump // Flying Kick.