









Overview:
This deck focuses on group draw synergies and hand-size punishment using The Second Doctor and Clara Oswald to amplify triggered abilities. It leverages symmetrical card draw to fuel value engines like Minn, Wily Illusionist and Alandra, Sky Dreamer, while pressuring opponents through effects like Fevered Visions and Runeflare Trap. The strategy relies on incremental advantage rather than explosive combos, aiming to control the board while gradually overwhelming opponents through token generation and hand-size-based damage.
Primer:
Core Strategy: This deck manipulates draw phases to create asymmetrical advantages through three key phases:
- Draw Acceleration: Deploy universal draw enablers like Howling Mine and Kami of the Crescent Moon early, amplified by Clara Oswald's trigger doubling. Use Folio of Fancies and Geier Reach Sanitarium to force opponent draws.
- Value Conversion: Convert card advantage into threats using Minn, Wily Illusionist illusions and Alandra, Sky Dreamer Drakes. Smuggler's Share and The Council of Four generate incremental value from opponents' actions.
- Hand-Size Punishment: Close games with Runeflare Trap, Fevered Visions, and Sword of War and Peace damage triggers tied to hand sizes.
Mulligan Priorities:
- Keep hands with 3 lands and at least one draw engine (e.g., Kami of the Crescent Moon, Temple Bell)
- Prioritize early protection like Island Sanctuary in creature-heavy metas
- Avoid hands lacking both card draw and interaction
Key Tips:
- Time Forced Fruition for maximum disruption when opponents are low on resources
- Use Mystic Reflection to convert opponents' threats into copies of utility creatures
- Preserve Reins of Power for critical combat phases or as an emergency blocker steal
Avoid Traps:
- Overcommitting to symmetrical draw without payoff pieces in play
- Prematurely activating Otherworld Atlas before establishing hand-size punishment
- Holding interaction for minor threats instead of protecting key engines
Weaknesses:
Critical:
- Vulnerable to enchantment/artifact removal (key pieces lack protection)
- No infinite combos for quick recovery from behind
Moderate:
- Slow against decks that benefit from card draw
- Limited creature removal for established boards
Minor:
- Basic land base susceptible to nonbasic hate
Most Important Cards:
- Folio of Fancies
- Fevered Visions
- Runeflare Trap
- Teferi's Ageless Insight
- Smuggler's Share
- The Council of Four
- Howling Mine
- Kami of the Crescent Moon
- Mikokoro, Center of the Sea
- Forced Fruition
Attribute Ratings:
Speed: 4/10
- Wins typically around T10-12 through incremental damage
- No fast mana or combo acceleration
Resilience: 5/10
- Multiple draw engines provide redundancy
- Limited protection for key enchantments
Consistency: 6/10
- 15+ draw engines ensure steady card flow
- Minimal tutors for specific pieces
Interaction: 5/10
- 8 targeted removal/counterspells (Arcane Denial, Interdict)
- Lacks board wipes and stack-free interaction
Rating Justification:
This deck exceeds precon-level consistency through draw density but lacks the speed (T10-12 wins) and protection of optimized builds. It matches the "Focused Casual" (4.5) benchmark with its synergistic engine but falls short of optimized combat/combos. The absence of infinite lines and reliance on opponents' game actions prevent higher ratings.
Power level: 4.0 - 4.5
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