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April O'Neil, Live on the Scene

~$0.25 low · ~$77.93 high

Blue. Legendary Creature — Human Detective

one generic manaone blue mana

9 · M · ENWhat the codes mean

April O'Neil, Live on the Scene

Teenage Mutant Ninja Turtles Eternal #9 · Illustrated by Jakob Eirich

What is April O'Neil, Live on the Scene worth?

Cheapest copy

~$0.25

Surge Foil non-foil · Teenage Mutant Ninja Turtles Eternal #9

Buy on TCGplayer

Highest TCGplayer price

~$77.93

Borderless foil · Teenage Mutant Ninja Turtles Eternal #84

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2 prices from $0.25 to $77.93. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Whenever a Mutant, Ninja, or Turtle you control enters, investigate. (Create a Clue token. It's an artifact with "two generic mana, Sacrifice this token: Draw a card.")

Partner—Character select

2/1

"This is great! I must really be onto something hot if they're trying to kill me!"

All 2 printings of April O'Neil, Live on the Scene

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Teenage Mutant Ninja Turtles Eternal #84
Teenage Mutant Ninja Turtles Eternal
tmc #84· 2026BorderlessSurge Foilmythic· Cardmarket €61.11 foil
mythicNo non-foil printing$77.93€61.11 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy April O'Neil, Live on the Scene

Graded copies on eBay

Searches for the Teenage Mutant Ninja Turtles Eternal #84 printing.

Graded prices vary a lot by grade. These links search current listings.

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Card details

First printed
2026
Printings
2
Mana value
2
EDHREC rank
#10,722 on EDHREC (Commander popularity)
Keywords
Investigate, Partner
Artists
Jakob Eirich, Kirokaze

What the codes mean

The small print at the bottom of the Teenage Mutant Ninja Turtles Eternal card (#9).

9 · M · EN

  • 9Collector number, as Scryfall lists it. The printed form can differ on promos and special products.
  • MMythic rare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (7)

  1. 2026-01-27

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

  2. 2026-01-27

    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.

  3. 2026-01-27

    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.)

  4. 2026-01-27

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

  5. 2026-01-27

    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.

  6. 2026-01-27

    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.

  7. 2026-01-27

    Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional two generic mana 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.

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