The Fourteenth Doctor + Clara Oswald - Doctor Tribal

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darrenhabib
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Post by darrenhabib » 5 months ago

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There are 15 Doctors in the deck, giving you about a 92% chance to hit one or more Doctors from the 14 cards revealed.

Jam all the Doctors right, just because? I've tried to marry Doctors within the context of the 98 cards so that each one can benefit each other.
As such some of them just didn't make the cut.

Historic matters
The Fourth Doctor, The Sixth Doctor, The Eighth Doctor

Historic means Legendary, Artifact, Saga. With this in mind you want a lot of the deck to be these card types.
Note that the The Twelfth Doctor creates copies, so legendary cards are not as good with his ability.
Because The Fourth Doctor and The Eighth Doctor allow you to play Historic lands, the deck has mostly legendary lands so that you can get the most of these.

Outside hand zones
The Twelfth Doctor, The Thirteenth Doctor
The following cards let you cast from various outside hand zones;
The First Doctor, The Fourth Doctor, The Eighth Doctor, The Tenth Doctor, The Fugitive Doctor

The Twelfth Doctor and The Thirteenth Doctor gain advantages from casting spells from anywhere outside of your hand, and fortuitously many of the Doctors do this.

Untap creatures
The Fifth Doctor, The Thirteenth Doctor

These Doctors allow you to untap creatures at the end of your turn, so there are some creatures that tap for mana or advantages.
Weathered Wayfarer and Elvish Reclaimer are nice to get particular lands.

Making copies
The Sixth Doctor, The Twelfth Doctor

The Twelfth Doctor isn't particular good with legendary cards, unless you have an ETB that you want to trigger additional.
However if you have The Twelfth Doctor and cast The Fourteenth Doctor then you have the opportunity to make a few Doctors if you mill two or more of them.

Once each turn limits
The Fourth Doctor, The Sixth Doctor, The Eighth Doctor, The Twelfth Doctor

These Doctors have a "once each turn" limit for their abilities, so there is some incentive to be able to cast outside of your turn.
Alchemist's Refuge and Winding Canyons are lands that allow you to do this.

Graveyard matters
The Eighth Doctor, The Fugitive Doctor

There is a big reanimation theme to the deck which I explain later.

Individual advantages
The Second Doctor, The Seventh Doctor

These Doctors don't have any synergy as such, but as individual cards still yield advantages.
The Second Doctor will be surprisingly be good at keeping you alive as players often can't resist the card draw and in games where people are tossing up who to attack will be too good of an incentive for opponents to pass up.
The Seventh Doctor can be thought of at its worst, creates you a Clue token each turn for a bit of card advantage.
There are only 6 artifacts in the deck, although there is Ragavan, Nimble Pilferer and Dockside Extortionist that make Treasures to give you more.
Note Clue tokens are good for The Fugitive Doctor and do add up to make artifacts numbers higher.

Changelings
There are some Changelings which are included as "Doctors".
Morophon, the Boundless is good if you need to cast your Doctors.
Realmwalker benefits from all the top-of-library manipulation in the deck, so is pretty decent.
Mirror Entity does allow you to possible win with Gallifrey Stands with some of the other creatures in the deck.



Doctor Who?
There are a lot of cards that allow you search library for creatures to put on top of the deck which allows you to be able to choose a Doctor that you want to have in play.
Vampiric Tutor, Imperial Seal, Sylvan Tutor, Worldly Tutor, Lim-Dûl's Vault.
The way The Fourteenth Doctor is worded is that you can put cards into your graveyard from library during the turn, so Entomb, Buried Alive, Intuition, Oriq Loremage allow you select which Doctor you want.
However you need to be casting these and The Fourteenth Doctor in the same turn. Oriq Loremage being the exception.

When you can choose a Doctor, which one?
I think as a general rule the "Historic matters" Doctors give you the most advantages, but its going to depend on what support cards you have.

The Eighth Doctor is great when you have milled other Doctors as you can cast them as well. Surveil cards include Search for Azcanta, Deeproot Wayfinder, Doom Whisperer which allow you to setup your graveyard more. Also Entomb, Buried Alive, Intuition, Oriq Loremage gives you direct access.

The Fourth Doctor is solid card advantage. There are a lot of manipulating top-of-library cards, Sensei's Divining Top, Scroll Rack, Brainstorm, Sylvan Library. The Surveil cards do this as well. There are also all the top-of-library tutors.
Surveil and Mill also allows you to trigger The Fourteenth Doctor outside of his own mill.

The Sixth Doctor is powerful, creating additional copies of other Doctors for example has an escalating effect.



Reanimation
The Fourteenth Doctor can put a bunch of Doctors into graveyard so there is a big reanimation theme to the deck.
Living End, Living Death, Patriarch's Bidding, Primevals' Glorious Rebirth, Eerie Ultimatum.
With The First Doctor and access to Tardis turning cards into cascade, the deck has about a quarter at 1 converted-mana-cost, so you have an almost certain opportunity to cast Living End, which is the only zero cost card in the deck.
Another reason for having legendary lands is that Primevals' Glorious Rebirth becomes a better card.
Primevals' Glorious Rebirth and Eerie Ultimatum can put lands into play so Surveil / Mill are better.



Doctor specific
There are some cards that allow you to search for Doctor cards, so you do have great access to casting them outside of The Fourteenth Doctor.
An Unearthly Child and The Eleventh Hour are Sagas so are good with Historic matters.
The Five Doctors if cast with the kicker is probably game winning if opponents don't have removal.

Gallifrey Stands is another graveyard retrieval card. Putting one into play each turn is great with all the search cards.



When its time for a new Doctor
Recasting The Fourteenth Doctor does mean that you will get a fresh set of Doctors to choose from. You will lose access to the Doctors that you put into your graveyard previously however.
Volrath's Stronghold allows you to select Doctors that might have been put into your graveyard.
Sanctum of Eternity, Release to the Wind, Chain of Vapor allow you to try again.



The Fourteenth Doctor + Clara Oswald - Doctor Tribal

Enchantments

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