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

Viewing offers in Near Mint condition

uncommon · Artifact — Vehicle

Turtle Blimp

uncommon · Artifact — Vehicle · Teenage Mutant Ninja Turtles
$0.12
Low
$0.14
Market
$0.18
High

Oracle Text

Flying
When this Vehicle enters, create a 2/2 red Mutant creature token.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

Card Details

3/4Power / Toughness
{5}Mana Cost
1Prints

Character Background

Turtle Blimp is a classic value-oriented Vehicle that fits best into midrange or tempo shells looking to turn one card into multiple bodies. At five mana, it asks for a little setup, but entering the battlefield with a 2/2 red Mutant token immediately softens the tempo hit and helps you crew it right away. Once airborne, a 3/4 flying attacker can pressure planeswalkers or chip in safely over cluttered boards, while the token can stay back to defend or be fed into future crew costs. The cleanest synergy is with go-wide decks that produce cheap creatures, especially token strategies or red-based sacrifice shells that appreciate an extra body. Because crew 2 is modest, even small utility creatures can pilot it efficiently, making it easy to include in lists that want evasive damage without dedicating heavy support. Overall, it rewards board development and gives midrange decks a sturdy way to convert modest resources into repeatable air pressure.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.12 - $0.18
At the current market price of $0.14.
Average Time to Sell
3 days
At the current market price of $0.14.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Turtle Blimp is a classic value-oriented Vehicle that fits best into midrange or tempo shells looking to turn one card into multiple bodies. At five mana, it asks for a little setup, but entering the battlefield with a 2/2 red Mutant token immediately softens the tempo hit and helps you crew it right away. Once airborne, a 3/4 flying attacker can pressure planeswalkers or chip in safely over cluttered boards, while the token can stay back to defend or be fed into future crew costs. The cleanest synergy is with go-wide decks that produce cheap creatures, especially token strategies or red-based sacrifice shells that appreciate an extra body. Because crew 2 is modest, even small utility creatures can pilot it efficiently, making it easy to include in lists that want evasive damage without dedicating heavy support. Overall, it rewards board development and gives midrange decks a sturdy way to convert modest resources into repeatable air pressure.

Generated using gpt-5.4-mini · Updated at 2026-08-11 14:10:43 UTC

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