Arcane Foundry › Commanders › The Tenth Doctor
The Tenth Doctor
Legendary Creature — Time Lord Doctor · {3}{U}{R} · Red/Blue commander
Allons-y! — Whenever you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend.
Timey-Wimey — {7}: Time travel three times. Activate only as a sorcery. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter. Then do it two more times.)
Build a The Tenth Doctor deck →
What The Tenth 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 you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend.
- Activated ability{7}: Time travel three times. Activate only as a sorcery.
- Keyword · timey-wimeytimey-wimey
What a The Tenth Doctor deck needs
Plays as suspend. What the commander asks of the other 99 — read from the card and checked by hand.
- expensive nonland cards (each attack suspends one to cast free later)
- time-travel and suspend payoffs
The The Tenth Doctor deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 6× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 9× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 5× Answer a spell or ability before it resolves
- 3× Answer a whole board at once
- 12× Refill your hand
- 5× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 14× Expensive on paper, cheap to actually cast — the flip payoff for a mana-value damage trigger
Best cards for The Tenth 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.
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Replicating Ring3 mana
- Omarthis, Ghostfire Initiate0 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Sarkhan, Fireblood3 mana
- Field of the Dead0 mana
- Fountainport0 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
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Personal Tutor1 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
Refill your hand
- Mystic Remora1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Professional Face-Breaker3 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
Get ahead on mana
- Sol Ring1 mana
- Izzet Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
Expensive on paper, cheap to actually cast — the flip payoff for a mana-value damage trigger
- Blasphemous Act9 mana
- City on Fire8 mana
- Dig Through Time8 mana
- Excalibur, Sword of Eden12 mana
- Treasure Cruise8 mana
- Ancient Stone Idol10 mana
- Cavern-Hoard Dragon9 mana
- Emrakul, the Promised End13 mana
Combos with The Tenth Doctor
Known combos from Commander Spellbook that The Tenth Doctor is a piece of, and how many decks list them.
- The Tenth Doctor + Rousing Refrain9,633 decks
- The Tenth Doctor + Chronomantic Escape4,793 decks
- The Tenth Doctor + Taigam, Master Opportunist + Time Stretch788 decks
- The Tenth Doctor + Taigam, Master Opportunist + Twice Upon A Time418 decks
- The Tenth Doctor + Taigam, Master Opportunist + Nexus Of Fate367 decks
- The Tenth Doctor + Taigam, Master Opportunist + Expropriate359 decks