Peer into the Abyss at the biggest threat: they draw half their library and lose half their life, rounded up. Then Wound Reflection’s end step takes the other half, which is exactly lethal. One sorcery plus one enchantment already in play, no loop required.
HOW CIVIL OF YOU. everyone draws, everyone bleeds.
Esper group-draw drain on The Second Doctor and Clara Oswald, Bracket 4. Force the table to draw, bleed them for every card, and close with infinite drain, Peer into the Abyss plus Wound Reflection, or a Thassa's Oracle deck-out.
An Esper group-draw drain deck that grinds.
Full gameplan
Force the whole table to draw with Howling Mine, Font of Mythos, Forced Fruition, Folio of Fancies, and Windfall, with Fractured Identity copying those enablers onto opponents, then bleed them for every card with Sheoldred, the Apocalypse, Underworld Dreams, Orcish Bowmasters, and Psychosis Crawler. Wound Reflection doubles the bleed. You win by inevitability, and close with a combo or a deck-out. Peer into the Abyss plus Wound Reflection is an aimed two-card kill. Thassa's Oracle and Jace, Wielder of Mysteries both win the moment your library empties, which Jin-Gitaxias, Core Augur and The One Ring set up fast, with Elixir of Immortality as the reset insurance. The Bloodchief Ascension plus Mindcrank mill loop is maindeck, and Sanguine Bond plus Exquisite Blood is a maindeck infinite off any life swing.
The Second Doctor strategy guide
How Civil of You runs two commanders. The Second Doctor ({2}{W}{U}) reads: “At the beginning of your end step, each player may draw a card. Each opponent who does can’t attack you or permanents you control during their next turn.” He also removes every player’s maximum hand size. Clara Oswald is your second commander, declared black before the game, which sets the deck to Esper and doubles every triggered ability of a Doctor you control. The end step fires twice: each player may draw up to two, and any opponent who takes the cards cannot attack you or your board on their next turn.
That doubled end step feeds a group drawSymmetric card draw that refills every player's hand at once, not just yours. engine pushed all the way into drainLife loss stapled to card draw: Sheoldred, Underworld Dreams, Orcish Bowmasters, and Psychosis Crawler bleed opponents for every card they draw.. This deck grinds. Everyone draws off your effects, everyone bleeds for every card, and Wound Reflection doubles the bleed. You win by inevitability, and close with a combo or a deck-out.
Thassa’s Oracle and Jace, Wielder of Mysteries both win the moment your library empties, and Jin-Gitaxias, Core Augur and The One Ring empty it fast. Elixir of Immortality is the insurance: it shuffles your graveyard and itself back into your library and gains you 5, and because it recurs you can reset and try again on a later turn. Unwinding Clock untaps it.
Bloodchief Ascension at three quest counters plus Mindcrank loops mill and drain: any card that hits an opponent’s graveyard lets Bloodchief drain that player 2 and gain you 2, and Mindcrank turns the life loss into that much mill, which triggers Bloodchief again. Retarget it player by player until the table is gone.
Sanguine Bond plus Exquisite Blood is a maindeck infinite off any life swing: life you gain drains an opponent through Bond, life an opponent loses comes back to you through Blood, and the two feed each other until the table is done.
The rule that wins games
Opening hand
Keep two to four lands plus early value. A turn one Mystic Remora or Bloodchief Ascension, or a rock into Rhystic Study, is ideal.
Leyline of Anticipation is a free keep. In your opening hand it comes down for nothing before the game and gives the whole deck flash, so a hand that holds it is worth keeping.
Three tutors stretch marginal keeps. With Demonic Tutor, Vampiric Tutor, or Enlightened Tutor in hand you can keep slightly loose; the tutor closes whatever gap the draw leaves.
Watch your black sources. Underworld Dreams costs {B}{B}{B}. Count your black before you keep.
Turn by turn
Set up behind cheap value and the fort: Mystic Remora, Bloodchief Ascension, Esper Sentinel, rocks into Rhystic Study and Smothering Tithe, with Collective Restraint and the Doctor’s no-attack clause holding the walls.
The tax pieces pay for the game while the fort keeps the table pointed elsewhere.Land Sheoldred, the Apocalypse, Underworld Dreams, or Orcish Bowmasters, then open the forced-draw taps: Howling Mine, Font of Mythos, Folio of Fancies, Forced Fruition. With Unwinding Clock out, untap your rocks, Mana Vault, and Folio on every opponent’s turn to hold interaction all the way around and fire Folio on their turns.
Symmetric draw with nothing punishing it just feeds the table. Land the drain, then hand out the cards.Hold up Mana Drain and the free counters, Force of Will and Fierce Guardianship. Protect the combo turn with Grand Abolisher and Teferi, Time Raveler, who holds the whole table to sorcery speed, and keep Teferi’s Protection as the panic button.
The loops are pairs. One tutor closes the gap, and the deploy turn should be protected.Piloting notes
The card play is easy. These are the judgment calls that decide the game.
Protect Sheoldred. It is the removal magnet, and Volrath’s Stronghold rebuys it forever: {1}{B} and a tap puts it from your graveyard back on top of your library.
Count the table before wheeling once Wound Reflection is down. Each opponent loses life equal to the life they lost this turn at each end step, so ordinary drain turns become lethal.
Meathook kills your own creatures too. But the loop enchantments and artifacts, Bloodchief Ascension, Sanguine Bond, Exquisite Blood, Underworld Dreams, Mindcrank, all survive it. Sweep first, rebuild the creature half after.
Fractured Identity should target your own Howling Mine or Font of Mythos, spreading forced draw onto opponents, not stealing a bomb. Every other player gets a copy, and note your original is exiled in the process.
Leyline of Anticipation gives the whole deck flash. When it opens the game for free, deploy Sheoldred, the Apocalypse or Consecrated Sphinx at instant speed to dodge sorcery-speed removal, and hold up counters while you keep developing.
Teferi’s plus one casts sorceries at instant speed, so Peer into the Abyss can fire on the end step before your turn, and his table-wide sorcery-speed restriction means nobody counters it.
Sideboard
Eight cards, a grind and control pivot. Toxic Deluge, Opposition Agent, Exsanguinate, Fate Unraveler, Kami of Jealous Thirst, Grim Tutor, Imperial Seal, Maze of Ith.
MTG terms that show up above.
Open glossary
- Game Changer
- A specific card on Wizards' published Game Changer list. Bracket 3 caps at 3. Bracket 4 has no published cap, but running more than a few flags more attention at the table.
- Bracket
- The published power-tier system for Commander: 1 (precon), 2 (casual), 3 (upgraded/standard), 4 (high-power), 5 (cEDH).
- Voltron
- The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
- Commander damage
- Damage from a commander tracks per-source. 21 commander damage from one source kills the dealt-to player regardless of life total.
- ETB
- Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
- Equip
- An activated ability on an Equipment card. Pay the equip cost, attach to a creature you control. Sorcery speed only.
- Attach
- The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
- Free equip
- Attaching an equipment without paying its printed equip cost. Common enablers include ETB-attach clauses on the equipment itself, Sigarda's Aid (instant-speed attach), Puresteel Paladin under metalcraft, and 'whenever this enters' triggers on equipment-themed commanders.
- Treasure
- Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
- Phase Out
- Phased-out permanents are treated as though they don't exist until their controller's next untap step. They aren't destroyed, exiled, returned, or stolen. A common protection effect.
- Cascade
- When you cast a card with cascade, exile from the top of your library until you exile a non-land with a lesser mana value, then cast it for free.
- Affinity
- A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
- Modified
- A creature is modified if it has counters on it, or has an equipment or aura you control attached to it. Some payoffs scale off the modified condition.
- Vigilance
- A creature with vigilance doesn't tap when it attacks. Common in white. Often granted by static effects (Brave the Sands) or equipment (Shadowspear).
- Lifelink
- Damage dealt by a creature with lifelink also causes its controller to gain that much life. Common in white and black. Often granted by Shadowspear, Vampiric Link, and similar.
- Mindslaver
- A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
- Metalcraft
- A Mirrodin-block keyword that activates when you control three or more artifacts. Metalcraft cards typically grow stronger or gain abilities while the condition is on.
- Impulse draw
- Exile cards from the top of your library, then you may play them this turn (sometimes longer). At higher power levels, mass impulse effects double as burst card advantage and mana.
- Mulligan
- Shuffle your hand back, draw 7 again. Standard EDH mulligan: each successive mull, put one card on the bottom at the end of the process (the 'London' mulligan).
- Mana Vault
- One-mana artifact that taps for three colorless. Does not untap on your untap step. You may pay {4} during your upkeep to untap it; if you skip the payment, it deals 1 damage to you at the beginning of your draw step. The cost-vs-damage math: take 1 to keep mana, pay 4 to keep the artifact live next turn. A legacy fast-mana classic and a Game Changer.
A custom Golgari Squirrel aristocrats-combo deck on Chatterfang, Squirrel General, declared Bracket 4 in both configurations. A 97-card shared core plus a two-card module: LIVE, what is sleeved today, with ten Game Changers and two tutorable infinites, or COMPLETE, which swaps two cards for a third infinite while the ten Game Changers hold. Not the Bloomburrow precon; a full custom build.
Naya equipment-aggro on Cloud, Ex-SOLDIER. Free attach on ETB makes him a built-in voltron. Three brackets: B2 swords-and-Skullclamp, B3 with Smothering Tithe and Jeska's Will, B4 leans on Mana Vault for T2 Cloud.
Orzhov lifegain that turns into drain. Heliod-Ballista and Sanguine-Exquisite as the disclosed infinites, Aetherflux as the storm backup, thirteen Game Changers in the 99. Bracket 4 only.
Selesnya go-wide tokens on Zuko, Redeemed, the Avatar: The Last Airbender print of Rhys the Redeemed, running the full 20 Hare Apparent with token doublers and anthems for one wide, lethal swing. Bracket 4: four Game Changers (Mana Vault, Teferi's Protection, The One Ring, and Mayor Tong of Chin Village, the Avatar print of Drannith Magistrate) plus a disclosed backup Karmic Guide loop. A reversible two-card swap drops it to a high Bracket 3.
Fallout precon dialed up. Dogmeat fetches a Junk token off every creature ETB, then the Junk pile feeds Dogmeat back into voltron commander damage. Bracket 3.
Mono-black sacrifice-denial theft. Cheap symmetrical discard taxes the table while the deck ramps, Tergrid turns every sacrifice and discard into permanent theft, and Cabal Coffers plus Urborg funds a lethal Torment of Hailfire. Bracket 4 on two counts: mass land denial in the 99, and nine Game Changers including the commander.
Golgari aristocrats with a counters subtheme and a lifegain-drain core. Yawgmoth plus Mikaeus turns the sacrifice grind into an infinite drain, with The One Ring for cover. Bracket 4 on consistency rather than count: three Game Changers, exactly the Bracket 3 cap, but two tutorable infinite combos with Mikaeus in both.
All 100 cards, the sideboard, and bracket swaps.