Home / Magic: The Gathering / Teenage Mutant Ninja Turtles / Technodrome
Technodrome
NM
LP
MP
HP

Viewing offers in Near Mint condition

mythic · Artifact Creature — Construct

Technodrome

mythic · Artifact Creature — Construct · Teenage Mutant Ninja Turtles
$1.33
Low
$1.56
Market
$1.95
High

Oracle Text

Reach, trample
This creature can't attack or block unless its power is 6 or greater.
{T}, Sacrifice another artifact: Draw a card. Put a +1/+1 counter on this creature.

Card Details

3/3Power / Toughness
{2}Mana Cost
2Prints

Character Background

Technodrome reads like a siege engine that starts as a dormant bunker and slowly becomes the war machine it was always meant to be: a cheap 3/3 artifact creature with reach and trample, but one that must “power up” to actually attack or block. Its best home is a value-oriented artifact shell, especially midrange or control decks that can afford to feed it spare baubles over time. The activated ability turns redundant artifacts into cards and growth, so tokens, Treasures, Clues, and cheap utility artifacts all become fuel. A strong deckbuilding tip is to pair it with repeatable artifact makers or sacrifice fodder, since every activation both advances your draw engine and helps clear the 6-power threshold. Once online, Technodrome becomes a surprisingly threatening finisher that can stabilize the air, pressure life totals, and snowball advantage in long games.

Generated using gpt-5.4-mini

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Suggested Pricing
$1.33 - $1.95
At the current market price of $1.56.
Average Time to Sell
3 days
At the current market price of $1.56.

Public Decks Using This Card

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Character Background

Technodrome reads like a siege engine that starts as a dormant bunker and slowly becomes the war machine it was always meant to be: a cheap 3/3 artifact creature with reach and trample, but one that must “power up” to actually attack or block. Its best home is a value-oriented artifact shell, especially midrange or control decks that can afford to feed it spare baubles over time. The activated ability turns redundant artifacts into cards and growth, so tokens, Treasures, Clues, and cheap utility artifacts all become fuel. A strong deckbuilding tip is to pair it with repeatable artifact makers or sacrifice fodder, since every activation both advances your draw engine and helps clear the 6-power threshold. Once online, Technodrome becomes a surprisingly threatening finisher that can stabilize the air, pressure life totals, and snowball advantage in long games.

Generated using gpt-5.4-mini · Updated at 2026-08-11 01:40:44 UTC

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