Overview:
This is a group hug/punishment deck centered around The Second Doctor that uses universal card draw effects to both control the board through the commander's ability and punish opponents through various damage/life loss effects when they draw cards.
Primer:
The deck operates on two parallel strategies. The first is a diplomatic approach using the commander and cards like Kwain, Itinerant Meddler and Temple Bell to offer card draw to opponents while preventing them from attacking you. This creates a defensive position while building card advantage. The second strategy leverages these same draw effects with punisher cards like Underworld Dreams, Fate Unraveler, and Psychosis Crawler to slowly drain opponents' life totals.
The deck can transition between these modes based on board state, using cards like Smothering Tithe and Alhammarret's Archive to generate additional value from the symmetric draw effects. The end game typically involves either overwhelming card advantage leading to a traditional combat victory, or accumulating enough draw-punishment effects to close out the game through life loss. Marina Vendrell's Grimoire serves as both a powerful card advantage engine and an alternate win condition.
Weaknesses:
- Highly vulnerable to artifact/enchantment removal since many key pieces are permanents
- Struggles against aggressive strategies that can deal significant damage before the defensive elements are established
- Relatively slow to establish its win conditions, giving opponents time to find answers
- Can be disrupted by cards that prevent card draw or limit hand sizes
Most Important Cards:
- Smothering Tithe
- Alhammarret's Archive
- Rhystic Study
- Psychosis Crawler
- Underworld Dreams
- Teferi's Ageless Insight
- Consecrated Sphinx
- Marina Vendrell's Grimoire
- Grand Arbiter Augustin IV
- Forced Fruition
Attribute Ratings:
- Speed: 5/10
- Resilience: 7/10
- Consistency: 8/10
- Interaction: 6/10
Rating Justification:
This deck operates at a solid focused/optimized casual level. While it has powerful effects and good consistency in executing its strategy, it typically doesn't threaten wins before turn 8-9. The combination of group hug elements with punishment effects makes it more political than purely competitive, and while it can generate significant card advantage, it lacks the explosive power to compete at higher power levels.
Final power level rating: 6.0 - 6.5
The deck sits firmly in the focused/optimized range because it has a clear strategy with good synergies and interaction, but its win conditions are relatively fair and telegraphed. It's too consistent and well-built for casual tables but lacks the speed and protection needed for truly competitive play.
The Second Doctor & Vislor Turlough