The headline is simple: Taeko the Patient Avalanche jumped from about $6 to nearly $20 in a hurry. That’s a 200%+ move for a card that most players didn’t rate six weeks ago. So what changed? Hype helps, but hype alone doesn’t push real demand for long. The difference this time is that new TMNT synergies line up perfectly with what Taeko already wants to do. That’s why this spike happened—and why some of the gains might stick.
And yes, we’re talking Commander. Dimir ninjas, counters, and combat tricks that make blockers irrelevant.
What actually caused the spike (beyond hype)
Two forces collided.
First, visibility. A widely read report flagged Taeko as the “in-universe ninja turtle” and highlighted the move into the high-teens. Once a niche Jumpstart anime card shows up in finance headlines, casual buyers and speculators start looking. Low supply plus sudden attention can push prices fast.
Second, real synergy. Taeko puts a counter on itself and scries whenever a creature leaves the battlefield without dying. Dimir ninja decks already try to bounce their own creatures with Ninjutsu lines—sneak in an attacker, pick up an unblocked body, and keep the pressure on. That’s the same motion Taeko rewards. When a set arrives that gives you even more ways to do that motion on purpose, the card that rewards the motion gets better.

The TMNT links that matter: Sneak, counters, and a five-color precon
Here’s how Teenage Mutant Ninja Turtles connects:
- Sneak (the new ability) acts like a flexible Ninjutsu. You can pick up attacking creatures after blocks, meaning you retrigger Taeko’s “leave without dying” condition while still playing tempo.
- The set leans into +1/+1 counters. Taeko already grows itself. New payoffs like damage doubling for countered creatures turn slow snowballing into real clock math.
- TMNT launches with a single five-color Commander precon, which funnels a lot of kitchen-table builds through the same 99. When a precon hands you bounce lines, counter makers, and a clear combat plan, role-players that connect those dots become default includes—at least early on.
All three pieces point in the same direction: attack, pick things up, put counters on your board, and multiply damage. That’s Taeko’s comfort zone.
Where Taeko sat before this (and why that matters)
Dimir ninjas is a known quantity. Yuriko sits near the top of EDHREC’s lifetime popularity; the archetype never fell off. Taeko, meanwhile, showed up in a small slice of Yuriko decks and had well under a thousand logged lists of its own. That tells us two things:
- The old price wasn’t buoyed by broad play.
- There was room for demand to grow if a theme or product pointed players at Taeko.
TMNT is that pointer. Even if aggressive brewers move on later, a cohort of new turtle-curious Commander players will try the obvious build first. When many people try the same 99 at once, the enablers inside that pattern tend to lift.
Will the price hold?
Short term, price discovery is messy. We’re seeing mid–high-teens listings, with some sellers pushing north of $19. That can dip when early listers undercut each other or when a second wave of supply hits. A realistic near-term range looks like $14–$20 assuming no surprise reprint.
Medium term, it comes down to two questions:
- Does the precon (and early content) keep Taeko in the default 99? If the deck’s game plan is bounce-then-counter, Taeko remains sticky. If a new Dimir legend does Taeko’s job better, it gets crowded out.
- What about reprints? The anime Jumpstart frame punches above its weight with collectors. If Wizards reprints Taeko in a non-anime frame, the original can retain a premium. If they reprint the anime version or push a strict upgrade, prices can slide.
Our take: some retrace is likely whenever “new set + precon” attention cools, but a higher floor than pre-spike is a fair base case if TMNT play patterns stick.
How to use Taeko now (without overpaying)
Players: If you already run Yuriko or a Dimir ninjas shell, Taeko is a clean include. Prioritize cheap evasives, token makers that bounce cleanly, and trick windows that remove your creatures from combat without killing them. Taeko even makes something unblockable on attack, which lets you script guaranteed bounce lines and keep the engine going.
Try the following package ideas:
- Low-curve, evasive creatures you don’t mind picking up
- One-mana interaction that protects your board while enabling “leave without dying”
- Repeatable bounce outlets that don’t tax your tempo
- Counter payoffs that turn +1/+1 stacks into lethal clocks
Financiers: Set alerts around $15. Avoid chasing $20+ unless you’re targeting near-mint anime frames for collection. Expect a second buying window after the next round of previews, when more sellers list their copies. If you don’t see actual Sneak lines and counter shells adopting Taeko in early decklists, stay patient.
And if you want longer-horizon context on how crossovers can distort demand, we’ve written about it before on ProxyKing:
- Universes Beyond: A Diatribe For People Who Still Sleeve Their Lands
- MTG Foundations Sleeper Is an Underrated Answer to a Problematic Archetype
Bottom line
This wasn’t just a meme spike. TMNT’s mechanics and precon structure point directly at what Taeko already wants to do. That’s enough to move a low-supply anime card fast, and it’s enough to keep some of those gains if real decks keep doing the bounce-and-counters thing. If you like sneaky combat and board states that snowball, Taeko will feel honest when you draw it and scary when it gets going.
