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The Last Ronin
NM
LP
MP
HP

Viewing offers in Near Mint condition

mythic · Enchantment — Saga

The Last Ronin

mythic · Enchantment — Saga · Teenage Mutant Ninja Turtles
$1.67
Low
$1.96
Market
$2.45
High

Oracle Text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy all creatures.
II — Mill four cards. When you do, return target creature card from your graveyard to your hand.
III — Whenever a creature you control attacks alone this turn, put three +1/+1 counters on it. It gains trample, lifelink, and indestructible until end of turn.

Card Details

-/-Power / Toughness
{4}{B}{G}Mana Cost
1Prints

Character Background

The Last Ronin plays like a vow carved into battlefield ash: first you “clear the stage” with I—destroy all creatures—then you convert that devastation into momentum by milling four and pulling a creature back with II, essentially turning your board wipe into card advantage and a hand reload. The III chapter is where the legend truly earns its name, rewarding your follow-up attacks: whenever your creature attacks alone, it gets three +1/+1 counters and temp buffs (trample, lifelink, indestructible), letting you close fast even after a reset. In practice, this supports a control-to-value plan that transitions into finishing pressure—often midrange control or attrition decks that can recast or protect a single key attacker. Build around creatures that thrive solo or can be paired with token suppression, and include recursion/self-mill to maximize II’s hit rate; even better, add cheap removal or card draw to find your target creature and then engineer “attacks alone” with minimal blockers.

Generated using gpt-5.4-nano

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Suggested Pricing
$1.67 - $2.45
At the current market price of $1.96.
Average Time to Sell
3 days
At the current market price of $1.96.

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Character Background

The Last Ronin plays like a vow carved into battlefield ash: first you “clear the stage” with I—destroy all creatures—then you convert that devastation into momentum by milling four and pulling a creature back with II, essentially turning your board wipe into card advantage and a hand reload. The III chapter is where the legend truly earns its name, rewarding your follow-up attacks: whenever your creature attacks alone, it gets three +1/+1 counters and temp buffs (trample, lifelink, indestructible), letting you close fast even after a reset. In practice, this supports a control-to-value plan that transitions into finishing pressure—often midrange control or attrition decks that can recast or protect a single key attacker. Build around creatures that thrive solo or can be paired with token suppression, and include recursion/self-mill to maximize II’s hit rate; even better, add cheap removal or card draw to find your target creature and then engineer “attacks alone” with minimal blockers.

Generated using gpt-5.4-nano · Updated at 2026-03-28 15:13:12 UTC

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