FoilTilt
// Custom deck · The Second Doctor How Civil of You
Bracket
B4
Bracket 4 · Pod notes

RULE ZERO. read this first.

Rule-zero script, the fifteen Game Changer disclosure, two disclosed infinite combos with the Thassa's Oracle and Jace deck-out finishes, and the salt management for a Bracket 4 Esper group-draw pod.

01 // Readout

Bracket 4 readout.

Esper group-draw drain on The Second Doctor and Clara Oswald, Bracket 4, toward the upper end of it. Clara is declared black before the game, which doubles the Doctor's end-step trigger. Fifteen Game Changers, including a three tutor package and free interaction. Two infinite combos, disclosed: Bloodchief Ascension plus Mindcrank, and Sanguine Bond plus Exquisite Blood. Tutors find them, free counters guard them, Thassa's Oracle and Jace, Wielder of Mysteries close a deck-out, and Peer into the Abyss plus Wound Reflection is the aimed two-card kill. Teferi, Time Raveler holds the whole table to sorcery speed, and Leyline of Anticipation gives the whole deck flash. Everyone draws off this deck and everyone bleeds for it. No mass land destruction, no extra turns, no stax lock. Not cEDH: it wins mid game, around turns seven to nine.

// Bracket 4 · combo disclosed

Compliance checklist

Classification
Bracket 4, and toward the upper end. Combo-capable with tutors and free counters, which is exactly what the bracket allows. Not cEDH.
Game Changers
15 listed: Rhystic Study, Smothering Tithe, Cyclonic Rift, Demonic Tutor, Vampiric Tutor, Enlightened Tutor, Orcish Bowmasters, Consecrated Sphinx, Fierce Guardianship, Teferi's Protection, Force of Will, The One Ring, Thassa's Oracle, Grand Arbiter Augustin IV, Mana Vault.
Clara's color
Black, declared before the game. Sets Esper and doubles the Doctor's triggers.
Infinite combos
Two, disclosed: Bloodchief Ascension plus Mindcrank, and Sanguine Bond plus Exquisite Blood. Thassa's Oracle and Jace are deck-out wins, and Peer into the Abyss plus Wound Reflection is a two-card kill.
Sorcery-speed lock
The deck runs Teferi, Time Raveler, so opponents are held to sorcery speed. Disclose it up front.
Mass land denial
None.
Extra turn spells
None.
Fast mana
Sol Ring (exempt), Mana Vault (Game Changer), and Mox Amber. No rituals, no other Moxen.
Tutors
Demonic Tutor, Vampiric Tutor, Enlightened Tutor maindeck. The sideboard adds Grim Tutor and Imperial Seal.

Read this before sitting down at a Bracket 4Bracket is a deck-power tier system from Bracket 1 (casual precons) to Bracket 5 (cEDH). Bracket 4 is the high-power tier below cEDH. How Civil of You pod. The pregame above is the script you read out loud. The compliance is what to volunteer if asked. The Q&A handles the specific questions players run at you across pods. State one thing before you shuffle up: Clara Oswald is your commander alongside The Second Doctor, she is declared black before the game, and she doubles every one of the Doctor’s triggered abilities, so his end-step group draw fires twice.

Game Changers

Fifteen. The tax-draw engines, a three tutor package, free interaction, and the pieces that put the Bracket 4 label on the box.

Slot 1 · tax and draw Rhystic Study
{2}{U} enchantment. Whenever an opponent casts a spell, you may draw a card unless they pay {1}. With Sheoldred, the Apocalypse out, every card it feeds you is also 2 life back.
Slot 2 · tax and ramp Smothering Tithe
{3}{W} enchantment. Whenever an opponent draws a card, you create a Treasure unless they pay {2}. The deck hands everyone extra draws off the doubled end step, so the Tithe taxes every one of them and banks the mana for a protected combo turn.
Slot 3 · one-sided reset Cyclonic Rift
{1}{U} instant, overload {6}{U}. Overloaded at an opponent's end step it returns every nonland permanent you do not control to hand. The cleanest reset in the format, and here it clears the lane for the combo deploy.
Slot 4 · the best tutor Demonic Tutor
{1}{B} sorcery. Any card in the library, straight to hand. The loops are two-card pairs, so this is the card that closes the gap between having half a combo and having a combo.
Slot 5 · the instant tutor Vampiric Tutor
{B} instant. Any card to the top of the library for 2 life. Fired at an opponent's end step, the next draw is exactly the missing half, and the drain engine pays the life back.
Slot 6 · the third tutor Enlightened Tutor
{W} instant. Search for an artifact or enchantment card and put it on top of the library. Bloodchief Ascension, Mindcrank, Sanguine Bond, Exquisite Blood, and Wound Reflection are all legal finds, so one mana sets up a loop half.
Slot 7 · draw punisher Orcish Bowmasters
{1}{B} flash creature. A ping and amass Orcs on every opponent draw past their first each draw step. In a deck that hands the whole table extra draws, it is a machine gun.
Slot 8 · draw hijack Consecrated Sphinx
{4}{U}{U} flying 4/6. Whenever an opponent draws a card, you may draw two. The deck hands every opponent extra draws, so the Sphinx converts the whole table's draw steps into your cards.
Slot 9 · the free counter Fierce Guardianship
{2}{U} instant, castable free if you control a commander. Counter target noncreature spell. The Doctor and Clara live on board, so the combo deploy is protected at zero mana.
Slot 10 · the reset Teferi's Protection
{2}{W} instant. Until your next turn your life total can't change, you gain protection from everything, and your permanents phase out. The panic button for the turn the table finally comes for you.
Slot 11 · the wall Force of Will
{3}{U}{U} instant. Pay 1 life and exile a blue card from your hand to cast it free, and counter target spell. The protection the combo turn deploys under when Grand Abolisher is not down.
Slot 12 · draw engine The One Ring
{4} legendary artifact. Indestructible, protection from everything until your next turn when cast, and a tap draws a growing pile of cards for a life cost the drain engine absorbs. It also empties your library toward the deck-out wins.
Slot 13 · the finish Thassa's Oracle
{U}{U} creature. On enter, if your devotion to blue meets or beats the cards left in your library, you win the game. The finish for a deck that can empty its own library on demand.
Slot 14 · the spell tax Grand Arbiter Augustin IV
{2}{W}{U} creature. Your white and blue spells cost {1} less and opponents' spells cost {1} more. A tax on every spell the table casts, stapled onto the fort.
Slot 15 · the burst Mana Vault
{1} artifact. Taps for {C}{C}{C}; untapping costs {4} or 1 damage a turn. The burst that lands a six-drop payoff turns early, and Unwinding Clock untaps it for free.

How the deck closes

Two infinite loops, two deck-out wins, and one aimed kill. Demonic Tutor, Vampiric Tutor, and Enlightened Tutor find the pieces, and the deploy turn hides behind Grand Abolisher, Teferi, Time Raveler, or the two free counterspells. All of it gets disclosed.

1. Bloodchief Ascension plus Mindcrank. With three or more quest counters on Bloodchief, any card put into an opponent’s graveyard lets it drain that player 2 and gain you 2, and Mindcrank turns the life loss into that much mill, which puts more cards in the graveyard and triggers Bloodchief again. It is retargeted player by player until the table is gone.

2. Sanguine Bond plus Exquisite Blood. Life you gain drains a target opponent through Bond; life an opponent loses comes back to you through Blood. Any life swing in either direction starts it.

3. The deck-out wins. 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. Elixir of Immortality is the insurance and a repeatable reset: it shuffles your graveyard and itself back into your library and gains you 5.

4. The aimed kill. Peer into the Abyss halves the biggest threat’s life, then Wound Reflection’s end step takes the other half, which is exactly lethal. One sorcery plus one enchantment already in play, no loop.

Judge notes, stated up front. Clara is on black, declared before the game, and doubles the Doctor’s end-step trigger. The Sanguine Bond plus Exquisite Blood loop is mandatory once both triggers are live, so announce it and demonstrate the loop rather than slow-playing it. Teferi, Time Raveler’s restriction applies on every turn, not just yours. An opposing Sheoldred, the Apocalypse and yours coexist, each draining its own opponents, so track the triggers separately.

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. Swap toward this package against faster or more resilient pods. Side out combo redundancy for a second sweeper (Toxic Deluge), tutor-steal hate (Opposition Agent), extra drain, and more tutors. Opposition Agent and Imperial Seal are Game Changers, so name them if they come in.

If they ask

How many Game Changers?
Fifteen, listed. Rhystic Study, Smothering Tithe, Cyclonic Rift, Demonic Tutor, Vampiric Tutor, Enlightened Tutor, Orcish Bowmasters, Consecrated Sphinx, Fierce Guardianship, Teferi’s Protection, Force of Will, The One Ring, Thassa’s Oracle, Grand Arbiter Augustin IV, Mana Vault. All fifteen get named at rule-zeroRule-zero is the pre-game conversation about deck power, combos, and table expectations..
Any infinite combos?
Yes. Two, disclosed. Bloodchief Ascension plus Mindcrank, and Sanguine Bond plus Exquisite Blood. Each one stops to removal on either half: Bloodchief plus Mindcrank is an enchantment and an artifact, Sanguine plus Exquisite is two enchantments. On top of them, Thassa’s Oracle and Jace, Wielder of Mysteries win off your own deck-out, and Peer into the Abyss plus Wound Reflection is a two-card kill. The protection is Grand Abolisher, Teferi, Time Raveler, Force of Will, and Fierce Guardianship, not a hexproof lock. One judge note carried at all times: the Sanguine plus Exquisite loop is mandatory once both triggers are live, so it gets announced and demonstrated, never slow-played.
How fast does it kill?
Turns seven to nine, not turns three to five. Fast mana stops at Sol Ring, Mana Vault, and a Mox Amber, most interaction still costs mana, and the loops have to be assembled, so the deck wins mid game. Three tutors mean it assembles on schedule instead of on luck.
What is the most degenerate thing it does?
Tutor the missing half of a loop and deploy it with Grand Abolisher out or the two free counterspells up, while Teferi, Time Raveler holds the whole table to sorcery speed. The fair version is one spell: Peer into the Abyss halves the biggest threat’s life, and Wound Reflection’s end step takes the other half, which is exactly lethal.
Salt level?
Real, and aimed at you. Everyone draws off this deck and everyone bleeds for it. It runs two infinite combos, tutors to find them, free counters, Leyline of Anticipation giving the deck flash, and a planeswalker that holds the table to sorcery speed, so disclose the whole pattern before the first shuffle. No mass land destruction, no extra turns, no stax lock. You are the archenemy on sight, so the fort (Collective Restraint and the Doctor’s no-attack clause) and the lifegain absorb the heat, and Teferi’s Protection resets the turn that finally lands. The fort makes it hard to kill, not impossible.
Why Bracket 4 and not cEDH or Bracket 3?
Bracket 4, and toward the upper end. It is combo-capable with tutors and free counters, which is exactly what the bracket allows. It is not cEDH: no fast mana beyond Sol Ring, Mana Vault, and a Mox Amber, most interaction costs mana, and it wins mid game around turns seven to nine, not turns three to five. And it is well past Bracket 3: fifteen Game Changers and two infinite combos.
09 // Glossary

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.
// Other decks
Play guide
Bracket 4 · how to pilot it

Sections 00 to 08: thesis, wincons, opening hand, turn-by-turn, kill math, mistakes, protection, tokens.

Other deck
Chatterfang, Squirrel General

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.

Other deck
Cloud, Ex-SOLDIER

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.

Other deck
Karlov of the Ghost Council

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.

Other deck
Zuko, Redeemed

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.

Other deck
Dogmeat, Ever Loyal

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.

Other deck
Tergrid, God of Fright

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.

Other deck
Witherbloom, the Balancer

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.

Reference
Full deck list

All 100 cards with the sideboard and the bracket toggle.