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Timey-Wimey

Commander precon · Doctor Who · 2023 · led by The Tenth Doctor and Rose Tyler

Main theme: time travel · Synergy 2.2/5 (developing) · Bracket 3 · The Tenth Doctor works with 27 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.It starts at bracket 3, so the first swap brings it down.

10 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together a little more: synergy 2.2 → 2.3 of 5, still developing. Its consistency is unchanged: Build stays at 4.4 of 5, on target; no longer short on ramp, still 3 short on card advantage, now 1 short on interaction. That is what this page measures: how well the deck holds together, not how strong it is.

First, to reach bracket 1–2

  1. Take out Farewell: Farewell is on the official Game Changer list, which raises a deck's bracket; bracket 1–2 allows none, and this deck has 1. Put in Saw: When a creature leaves the battlefield thanks to Saw, Sally Sparrow triggers

Lands

  1. Take out Frostboil Snarl: Frostboil Snarl enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  2. Take out Temple of Epiphany: Temple of Epiphany enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  3. Take out Port Town: Port Town enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  4. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  5. Take out Furycalm Snarl: Furycalm Snarl enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  6. Take out Temple of Triumph: Temple of Triumph enters tapped. Put in Rugged Prairie: Rugged Prairie never enters tapped and makes white or red.
  7. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.

Ramp

  1. Take out Run for Your Life: Run for Your Life is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Boros Signet: Ramp: you were 1 short; Boros Signet counts as ramp.
  2. Take out Mind Stone: Mind Stone also does card draw, and doesn't make white and blue, which the deck is short of for its spells. Put in Azorius Signet: Azorius Signet is the same ramp and makes white and blue, which the deck is short of for its spells, but does not do card draw.

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

11 swaps, and after them the report reads the deck at bracket 3.

Its cards work together as before: synergy stays at 2.2 of 5, developing. Its consistency is unchanged: Build stays at 4.4 of 5, on target; no longer short on ramp, now 4 short on card advantage, was 3. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Frostboil Snarl: Frostboil Snarl enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  2. Take out Temple of Epiphany: Temple of Epiphany enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  3. Take out Port Town: Port Town enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  4. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  5. Take out Furycalm Snarl: Furycalm Snarl enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  6. Take out Temple of Triumph: Temple of Triumph enters tapped. Put in Rugged Prairie: Rugged Prairie never enters tapped and makes white or red.
  7. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.

Ramp

  1. Take out Run for Your Life: Run for Your Life is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Boros Signet: Ramp: you were 1 short; Boros Signet counts as ramp.
  2. Take out Mind Stone: Mind Stone also does card draw, and doesn't make white and blue, which the deck is short of for its spells. Put in Azorius Signet: Azorius Signet is the same ramp and makes white and blue, which the deck is short of for its spells, but does not do card draw.
  3. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  4. Take out RMS Titanic: RMS Titanic is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Upgrades at bracket 4–5

No limits on Game Changers or combos.

17 swaps, and after them the report reads the deck at bracket 4–5.

Its cards work together a little more: synergy 2.2 → 2.3 of 5, still developing. Its consistency is unchanged: Build stays at 4.4 of 5, on target; no longer short on ramp, now 4 short on card advantage, was 3. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Frostboil Snarl: Frostboil Snarl enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  2. Take out Temple of Epiphany: Temple of Epiphany enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  3. Take out Port Town: Port Town enters tapped. Put in Hallowed Fountain: Hallowed Fountain never enters tapped and makes white or blue.
  4. Take out Temple of Enlightenment: Temple of Enlightenment enters tapped. Put in Mystic Gate: Mystic Gate never enters tapped and makes white or blue.
  5. Take out Furycalm Snarl: Furycalm Snarl enters tapped. Put in Plateau: Plateau never enters tapped and makes white or red.
  6. Take out Temple of Triumph: Temple of Triumph enters tapped. Put in Rugged Prairie: Rugged Prairie never enters tapped and makes white or red.
  7. Take out Glacial Fortress: Glacial Fortress can enter tapped. Put in Sea of Clouds: Sea of Clouds never enters tapped and makes white or blue.

Ramp

  1. Take out Run for Your Life: Run for Your Life is next on the report's cut list. Works with 1 other card: with 1 again and again. Put in Boros Signet: Ramp: you were 1 short; Boros Signet counts as ramp.
  2. Take out Mind Stone: Mind Stone also does card draw, and doesn't make white and blue, which the deck is short of for its spells. Put in Azorius Signet: Azorius Signet is the same ramp and makes white and blue, which the deck is short of for its spells, but does not do card draw.
  3. Take out Arcane Signet: Arcane Signet is weaker ramp than Smothering Tithe. Put in Smothering Tithe: Smothering Tithe is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  4. Take out RMS Titanic: RMS Titanic is weaker ramp than Chrome Mox. Put in Chrome Mox: Chrome Mox is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  5. Take out Talisman of Conviction: Talisman of Conviction is weaker ramp than Mana Vault. Put in Mana Vault: Mana Vault is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  6. Take out Talisman of Creativity: Talisman of Creativity is weaker ramp than Mox Diamond. Put in Mox Diamond: Mox Diamond is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  7. Take out Thought Vessel: Thought Vessel is weaker ramp than Grim Monolith. Put in Grim Monolith: Grim Monolith is ramp too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Card advantage

  1. Take out Four Knocks: Four Knocks is weaker card draw than Rhystic Study. Put in Rhystic Study: Rhystic Study is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.
  2. Take out Wedding Ring: Wedding Ring is weaker card draw than The One Ring. Put in The One Ring: The One Ring is card draw too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Board wipes

  1. Take out Coward // Killer: Coward // Killer is weaker board wipe than Cyclonic Rift. Put in Cyclonic Rift: Cyclonic Rift is board wipe too, and one of the strongest cards in Commander: a Game Changer, which this bracket allows.

Opens a route: Norin the Wary. 1 of its cards reach Sally Sparrow through it.

Also short, against a typical Commander deck: card advantage 11 of 14, ramp 11 of 12.

The decklist

Creatures

Adipose Offspring · Amy Pond · Astrid Peth · Atraxi Warden · Dinosaurs on a Spaceship · Donna Noble · Flesh Duplicate · Idris, Soul of the TARDIS · Jenny, Generated Anomaly · Judoon Enforcers · Kate Stewart · Martha Jones · Rory Williams · Sally Sparrow · Sibylline Soothsayer · Star Whale · The Eleventh Doctor · The Face of Boe · The Ninth Doctor · The War Doctor · Time Beetle · Wilfred Mott

Instants and sorceries

All of History, All at Once · Clockspinning · Coward // Killer · Ecstatic Beauty · Everybody Lives! · Everything Comes to Dust · Farewell · Fractured Identity · Gallifrey Falls // No More · Inspiring Refrain · Nanogene Conversion · Run for Your Life · The Wedding of River Song · Wibbly-wobbly, Timey-wimey

Artifacts and enchantments

Arcane Signet · As Foretold · Crack in Time · Four Knocks · Grasp of Fate · Lightning Greaves · Mind Stone · Out of Time · Psychic Paper · Regenerations Restored · RMS Titanic · Rotating Fireplace · Sol Ring · Sonic Screwdriver · Talisman of Conviction · Talisman of Creativity · TARDIS · The Day of the Doctor · The Eleventh Hour · The Girl in the Fireplace · The Moment · The Pandorica · The Parting of the Ways · Thought Vessel · Wedding Ring

Lands

Command Tower · Deserted Beach · Evolving Wilds · Exotic Orchard · Fiery Islet · Frostboil Snarl · Furycalm Snarl · Glacial Fortress · Irrigated Farmland · 3 Island · 3 Mountain · Myriad Landscape · Mystic Monastery · Ominous Cemetery · Path of Ancestry · 3 Plains · Port Town · Prairie Stream · Rogue's Passage · Skycloud Expanse · Stormcarved Coast · Sunbaked Canyon · Sundown Pass · Temple of Enlightenment · Temple of Epiphany · Temple of the False God · Temple of Triumph · Thespian's Stage · Thriving Bluff · Trenzalore Clocktower · War Room

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