FoilTilt
// Custom deck · The Second Doctor + Clara Oswald 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 plus the mandatory Drogskol Reaver and Sheoldred draw-your-deck loop, the Thassa's Oracle and Jace deck-out finishes, and the salt management for a Bracket 4 Esper group-draw pod.

Guide reviewed List 181e97f1

Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

01 // Readout

Bracket 4 readout.

Say before shuffling up

Bracket 4 Esper forced draw and drain with the Second Doctor and Clara Oswald (choosing black). Fifteen Game Changers, tutors, free counters and spell restrictions. Bloodchief/Mindcrank and Sanguine/Exquisite can loop; Reaver/Sheoldred forces draws and needs a prepared win. Oracle wins on its enter trigger, Jace on an empty-library draw. I can also mill or use Peer with Wound Reflection. No extra turns or mass land denial. The turn-seven-to-nine pace is an author estimate. Please expect shared draw to become damage rather than pure group hug.

// Bracket 4 · combo disclosed

decks.foiltilt.com/how-civil-of-you/tournament-4/

Table disclosures

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. Checked against the February 9, 2026 Game Changers list.
Clara's color
Black, declared before the game. The color choice sets Esper from the command zone; the doubling of the Doctor's triggers needs Clara on the battlefield.
Infinite combos
Two, disclosed: Bloodchief Ascension plus Mindcrank, and Sanguine Bond plus Exquisite Blood. A third two-card loop is disclosed with them: Drogskol Reaver plus Sheoldred, the Apocalypse is mandatory and draws your whole deck, a win with Jace, Wielder of Mysteries or a flashed Thassa's Oracle and a self-deck-out otherwise. 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 of its own. Trouble in Pairs deletes opponents' extra turns: if an opponent would begin one, they skip it instead.
Fast mana
Sol Ring (bracket-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.

Pace note. All turn windows are author estimates, not measured results. Distinguish a first elimination from winning the whole table.

Read this before sitting down at a Bracket 4Commander brackets: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. Assess Game Changers, intent, pace and disruptive patterns together. 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 once she is on the battlefield, six mana for a 2/6, she doubles every one of the Doctor’s triggered abilities, so his end-step group draw fires twice. The color choice applies from the command zone; the doubling does not.

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.

GC (Game Changer)
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.
GC (Game Changer)
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 end step, two apiece once Clara is on the battlefield, so the Tithe taxes every one of them and banks the mana for a protected combo turn.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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.
GC (Game Changer)
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. WU gold cards get both cuts, {2} less, but the discount misses the deck's mono-black payoffs, Peer into the Abyss and the drain pieces included, while opponents pay the tax on everything.
GC (Game Changer)
Slot 15 · the burst Mana Vault
{1} artifact. Taps for {C}{C}{C}; untapping costs {4} at your upkeep, and it pings you 1 at your draw step each turn it stays tapped. The burst that lands a six-drop payoff turns early, and Unwinding Clock untaps it for free.

How the deck closes

Two infinite loops, a third mandatory draw-your-deck loop, two deck-out wins, an opponent deck-out, 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. Neither card targets: the loop kills or mills out one opponent at a time and stops with them. Each new opponent needs a fresh starter, a card into their graveyard or a life-loss trigger, which Sheoldred, Underworld Dreams, Orcish Bowmasters, Psychosis Crawler, Windfall, or Folio of Fancies’ mill mode supplies.

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. Drogskol Reaver plus Sheoldred, the Apocalypse. Both triggers are mandatory: Sheoldred turns each of your draws into 2 life, and the Reaver turns each gain of life into a draw, so with both on board one stray draw or lifegain chains you through your entire library. It is bounded by the library, so it is a draw-your-deck engine rather than an infinite, and it gets disclosed the same way: it wins with Jace, Wielder of Mysteries out or Thassa’s Oracle flashed in, and it decks you otherwise.

4. The deck-out wins. Thassa’s Oracle wins when its enter trigger resolves with blue devotion at least your library size; Jace, Wielder of Mysteries wins by replacing an attempted draw from an empty library, which The One Ring sets up fast, on every player’s turn under Unwinding Clock, with Jin-Gitaxias, Core Augur as the top end: his seven cards land at your end step. Elixir of Immortality is the insurance and a repeatable reset: it shuffles your graveyard and itself back into your library and gains you 5.

5. 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.

6. The opponent deck-out. Forced draw can simply empty a library, and a player who draws from an empty one loses. Forced Fruition hands an opponent seven cards per spell they cast, so six spells is 42 cards, about half a fresh library, and Howling Mine, Font of Mythos, and Folio of Fancies stack on top of it, which is what turns a mid-game library into an empty one. Folio’s second mode also mills each opponent for the number of cards in their hand, which with no maximum hand size in play is real mass mill, and Unwinding Clock lets it fire on every player’s turn.

Judge notes, stated up front. Clara is on black, declared before the game, and doubles the Doctor’s end-step trigger once she is on the battlefield. 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. Drogskol Reaver plus Sheoldred, the Apocalypse is mandatory the same way: with both on board, any draw or lifegain forces the full library draw-down, so call it before it starts. 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-zeroThe pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does..
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. There is also a third mandatory two-card loop, disclosed with them: Drogskol Reaver plus Sheoldred, the Apocalypse. It is bounded by the library rather than infinite, but once both are out any draw or lifegain forces you through your whole deck, which wins with Jace, Wielder of Mysteries or a flashed Thassa’s Oracle and decks you otherwise. 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 plus the mandatory Drogskol Reaver and Sheoldred draw-your-deck loop, 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. It can also deck an opponent through forced draw, and Folio of Fancies’ mill mode is repeatable mass mill outside the combo. No mass land destruction, no extra turns, and no hard stax lock: the closest it gets is the disclosed tax-and-tempo layer, Grand Arbiter Augustin IV’s spell tax, Grand Abolisher shutting off your opponents’ spells and their artifact, creature and enchantment abilities during your turn, plus that sorcery-speed hold. 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, two infinite combos, and a third mandatory two-card loop.
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
Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
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
A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
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 without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
Cascade
A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
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 a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
Vigilance
Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
Lifelink
Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
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
An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
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
Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
Drain
A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
Rule-zero
The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
Summoning sickness
A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
Replacement effect
A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
Storm
A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
Mana Vault
A one-mana artifact that taps for three colorless mana and does not untap during your untap step. Its upkeep trigger lets you pay {4} to untap it. Its draw-step trigger deals 1 damage to you if it is still tapped; paying or declining the upkeep cost is not itself the damage condition.
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