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Rules guide · Legendary Creature

Leonardo, the BalanceHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Teenage Mutant Ninja Turtles Eternal· March 6, 2026
Carte Magic Leonardo, the Balance

Leonardo, the Balance is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever a token you control enters, you may put a +1/+1 counter on each creature you control. Do this only once each turn. {W}{U}{B}{R}{G}: Creatures you control gain menace, trample, and lifelink until end of turn. Partner—Character select (You can have two commanders if both have this ability.)

How it works : Leonardo, the Balance

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You can have two commanders if each one has "Partner—Character select." You can't mix and match them with cards that have other partner abilities.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Donatello, the Brains and Splinter, the Mentor are your commanders, your deck may contain cards with blue and/or black in their color identity, but not cards with red, green, or white. (If Leonardo, the Balance is one of your commanders, your deck may contain cards with any color or combination of colors in their color identity, regardless of who your other commander is.)

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To have two commanders, both must have appropriate partner abilities as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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Official source