Arcane Foundry › Commanders › The Fifteenth Doctor
The Fifteenth Doctor
Legendary Creature — Time Lord Doctor · {2}{U}{R} · Red/Blue commander
Whenever The Fifteenth Doctor enters or attacks, mill three cards. You may put an artifact card with mana value 2 or 3 from among them into your hand.
The first nonartifact spell you cast each turn has improvise. (Your artifacts can help cast that spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Build a The Fifteenth Doctor deck →
What The Fifteenth Doctor actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever The Fifteenth Doctor enters or attacks, mill three cards. You may put an artifact card with mana value 2 or 3 from among them into your hand.
- AbilityThe first nonartifact spell you cast each turn has improvise.
What a The Fifteenth Doctor deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- artifacts with mana value 2 or 3 (each enter or attack mills three and grabs one)
- artifacts to improvise the first nonartifact spell each turn
The The Fifteenth Doctor deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 7× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 6× Exile a permanent you control and return it — the button a value-ETB deck presses
- 8× A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- 5× Make the commander connect — a body that never deals combat damage never triggers
- 7× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for The Fifteenth Doctor
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Rising of the Day3 mana
- Thousand-Year Elixir3 mana
- Frostcliff Siege3 mana
- The Fire Crystal4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Urabrask the Hidden5 mana
- Fervor3 mana
Exile a permanent you control and return it — the button a value-ETB deck presses
- Displacer Kitten4 mana
- Norin the Wary1 mana
- Conjurer's Closet5 mana
- Gossip's Talent2 mana
- Thassa, Deep-Dwelling4 mana
- Nephalia Smuggler1 mana
- Voyager Staff1 mana
- Jill, Shiva's Dominant // Shiva, Warden of Ice3 mana
A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses
- Solemn Simulacrum4 mana
- Thousand-Faced Shadow1 mana
- Dualcaster Mage3 mana
- Imperial Recruiter3 mana
- Dire Fleet Daredevil2 mana
- Fear of Missing Out2 mana
- Goblin Engineer2 mana
- Snapcaster Mage2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Goblin War Drums3 mana
- Akroma's Memorial7 mana
- Archetype of Aggression3 mana
- Frostcliff Siege3 mana
- Infiltrator's Magemark3 mana
- Beamtown Beatstick1 mana
Put your own cards into your graveyard as a resource
- Emry, Lurker of the Loch3 mana
- Eden, Seat of the Sanctum0 mana
- Millikin2 mana
- Perpetual Timepiece2 mana
- Ghoulcaller's Bell1 mana
- Fraying Sanity3 mana
- Palantír of Orthanc3 mana
- Sequestered Stash0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Jilt2 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Transmute Artifact2 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana