Cloned from Doctor Who Commander Cube
Commander Cube playable up to 8 players with or without Planechase. Designed for multiplayer draft, 1 or 2 commander pods. Also playable with Kingdoms: https://edhrec.com/articles/uncompetitive-spirit-kingdoms/
Doctor Who customized Kingdoms roles and drafting notes for 40 commanders after the drafting overview.
• First set aside Amy Pond, Jenny Flint and one copy of TARDIS for whoever drafts Rory Williams, Madame Vastra and The First Doctor respectively. Those players take these cards at the end of the draft.
@SamBlack and @DankTrainTom advocate for each player to get a Command Tower. If you choose to do this, swap the existing Command Tower in the cube for a Scrubland.
• Make a 6 card Commander Pack for each player, consisting of 5 Doctor Who multicolor legendary creatures and one Doctor's Companion. Optional: You can guarantee 2 Doctors per Commander Pack.
• Make 3 Normal draft packs of 20 cards. This uses every card in an 8 player draft ([66x8]+3=531). Optional: 1) To speed up the draft and send clearer signals, have drafters take 2 cards per pick. 2) For 4-6 drafters, you can guarantee one Doctor Companion in all boosters.
• Draft these 4 packs and make 60 card decks following commander identity (59 + commander or 58+2 commanders). Optional: 60 card deck plus commander(s)
Decide on your Commander(s) during deck construction. Cards from the 6 card pack not selected for your commander can go in the deck. If doing sealed set aside cards from conspiracy and give each player an extra pack (max 6 players).
Note - practice drafts on this website won't separate the commander pack.
Here are 2 links, one for custom Doctor Who Kingdoms roles and one with a ready-to-print pdf:
https://imgur.com/a/XM0Z3ny
https://docdro.id/V52dzGl
*Images for fair use only. Copyright BBC, Wizards, Yuliya Litvinova (Alien Angel token).
Notes on the roles:
• Roles are randomly assigned prior to any drafting (you can look at yours). The King is revealed after drafting. Your role doesn't limit what deck you can build.
• Two of these roles have triggered abilities that trigger when that player would be eliminated - Assassin and Bandit (The Master). Two roles stop these abilities - Cultist/Acolyte (Cybermen) and Imposter (Zygon).
The best way to communicate here is when priority passes and a player would lose, they wait to give the Cultist/Imposter a chance to announce themselves, if applicable. When players are eliminated, unless stated otherwise, reveal the role of the defeated player.
The Knight (Captain Jack Harkness) - if The King dies, you lose too unless The Imposter killed The King. In such a situation, your victory is then tied to the fate of the new King.
Cultist/Acolyte (Cybermen) - When you discard another player's role, it is discarded face up. Their ability doesn't trigger. The first time you do this, your role becomes face up for the rest of the game. You can keep triggering it against other players. Players can't be deleted multiple times. Acolytes can’t turn the Cultist into an Acolyte. The PDF includes 3 Acolytes though technically 6 is possible, feel free to print more.
Imposter (Zygon) - When you eliminate another player, steal their role. Their role remains hidden unless it was already revealed from something else. Then discard the Imposter role face up. Stealing their role prevents their abilities from triggering. If you kill The King, you become The King!
The Bandit (Dalek) - First about all Bandits, at least one needs to be alive at the end of the game for them to win. The Dalek and Sontaran Bandits have activated abilities, paid by revealing the role. When you reveal the Dalek Bandit, "Exterminate" (destroy) a creature and have their controller lose 3 life. Flip only as a sorcery. (Reference to Exterminate!)
The Assassin (Weeping Angel) - If your role card is face down and you would lose, flip it face up. Revealing the role doesn't prevent damage. You create a 2/2 blue and black Alien Angel artifact creature token with first strike, vigilance and "You can't lose the game. When this permanent leaves the battlefield, you lose the game. This can't be copied or cloned. Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn." The role only makes the token one time. It CAN be stolen (ex Captivating Crew or The Beast, Deathless Prince), which will cause you to lose if your life is at 0 or less.
The Bandit (Sontaran) - Flip only as a sorcery. Goaded creatures can still attack other Bandits. (Reference to Sontaran General)
The Bandit (The Master) - Let's say you're at 1 life and someone who isn't a Cyberman or The Imposter deals you 50 damage and your role is still face down. You will be at 20 life after and your role will be face up. Given The Master is a Time Lord, it makes sense that they can regenerate like The Doctor does!
The King (The Doctor, Time Lord Victorious) - The King starts at 50 life instead of 40 and goes first. If there is no King, the game is over. If a Cyberman kills the King, the King doesn't win with them. Cybermen only win if the King is the last non-Cyberman player eliminated, are thus incentivised to eliminate the other players first.
Which roles to give based on number of players in the game:
4 - The King, The Knight, 1 Bandit, The Assassin
5 - The King, The Knight, 2 Bandits, The Assassin
6 - The King, The Knight, 2 Bandits, The Assassin, 1 of Imposter or Cultist
7 - The King, The Knight, 3 Bandits, The Assassin, 1 of Imposter or Cultist
8 - The King, The Knight, 3 Bandits, The Cultist, The Assassin, The Imposter.
Doctors first, then the remaining commanders as listed in the cube. They're all viable!
The First Doctor: Capable of being surprisingly aggressive despite being depicted as an old man. Automatically getting a TARDIS can net you a lot of value and an easy way to get attacks through, given flying creatures are relatively low in number. Look for cards like Skyclave Apparition, Stoneforge Mystic to help keep pushing damage through. With a green companion you can get synergy by adding The Thirteenth Doctor, spreading tons of +1/+1 counters around when you cast spells from exile. Adding a red companion like Donna Noble amplifies how aggressive you can be, or Yasmin Khan to dig for more cascade spells. You can focus on an artifact theme too with chief of the foundry, Animation Module to make the TARDIS better. Consider Traxos, Scourge of Kroog given you have so many guaranteed historic spells between The Doctor, the TARDIS and your companion! The Second Doctor: A flexible option that changes how the rest of the table will direct their attacks. Be aggressive and punish players who try to retaliate by denying them a card, or be controlling and political to play the long game. This naturally makes your opponents more likely to attack each other, which means you can afford to draft more expensive cards like Cityscape Leveler, Angel of Serenity, Agent of Treachery and Star Whale. Really punish players who want to attack you by adding Propaganda too! The Third Doctor: He beefy. Combine him with Bootleggers' Stash to give your opponents nightmares. Combine with red for Dan Lewis, Ragavan and Stom-Kiln Artist, go blue to get K-9 or Martha to make 3 unblockable, or use white with Sarah Jane Smith or Romana II for extra clues. Nyssa of Traken will let you get the Doctor through pesky blockers and draw you cards to boot! The Fourth Doctor: Historic to the max! Esix, Fractal Bloom turns the extra food token you get from 4’s ability into a copy of any creature on the battlefield! This can get really out of hand by adding Academy Manufactor! There are many historic matters cards in white, though Jo Grant’s cycling stands out to improve your chances of using 4’s ability. Bring the beats with Traxos, Scourge of Kroog! Sonic Screwdriver is particularly good here to untap Traxos and scry you closer to cards you can cast with 4's ability. The Fifth Doctor: A very controlling commander option. Extra attention was given to some of these commanders to help balance out available support and 5 is one of them. Combine powerful tap effects like Pentarch Paladin, Arcanis the Omnipotent and Intrepid Hero to double up the value. Notably, you can still attack with other creatures that you’re willing to skip the untap on. Using a black companion gives you The Master, Mesmerist which can be back-breaking to goad two creatures at once! Synergy with Rassilion, the War President too! The Sixth Doctor: Double up on your historic spells for value, then make an extra token if you go white with Romana II! With Sonic Screwdriver, The Fifth Doctor or Sphinx of the Second Sun you can use Romania a second time. Peri Brown is a reasonable pairing too, both to get 6 out sooner and the things he copies. Going red gives you double value on red sagas like The Parting of the Ways and The Flux, which on their own are already a lot of value so imagine getting two! There are two planeswalkers in the cube, magic's Doctor Teferi, Temporal Pilgrim and Jace, the Mind Sculptor, that 6 can duplicate too. The Seventh Doctor: To make this commander work will require finesse and/or politics. Look for cards like Sarah Jane Smith, Ace Fearless Rebel, Cityscape Leveler, Angel of Serenity, End-Raze Forerunners if you’re green. With 7 and Cybermen Squadron or Auton Soldier you can stack the myriad trigger with 7 in either order to make the opponent’s guess as difficult as possible, given that the Auton are artifacts still. The Eighth Doctor: A control commander with graveyard shenanigans. Look to make the game go longer so you can recur as much as you can. Look for discard outlets like Champion of Wits, Jace, Vryn's Prodigy. Ephemerate and Conjurer's Closet are really good here as the target can come back even if it had a finality counter on it, and to boot it will lose the finality counter allowing you to reanimate it again later! The Ninth Doctor: Draft a copy of TARDIS to safely tap 9 without risking him in combat! He’s at his best if you add a black companion for upkeep effects like Twilight Prophet, bitterblossom, Rassilion, the War President or Sheoldred, Whispering One though you can add a white companion for Judoon Enforcers, Regenerations Restored, Gallifrey Stands and Atraxi Warden. Rose Tyler is a decent option though Tegan Jovanka will help keep 9 alive through combat to give you those extra upkeep steps. Adriana's Valor can help 9 stay alive too! Note, Four Knocks draws you the card in your main phase, so extra upkeeps doesn't give extra cards - just depletes the enchantment faster. Use Clara Oswald with 9 to get yet another upkeep! Use Rotating Fireplace to help keep vanishing cards around too. Get an extra scry with Sphinx of Foresight, and steal two creatures a turn with Dominus of Fealty! The Tenth Doctor: One thing to keep in mind with this commander is to maximize the usefulness of cards you put on suspend from his attacking ability. Instead of Counterspell, look at modal spells like Cryptic Command or Reverse the Polarity. Avoid getting an attack trigger that puts something in suspend that won’t do anything. There’s no shortage of suspend support in the cube, even Suspend – which can be used defensively in a pinch! There’s no wrong way to go with 10. Go green such as with Susan Foreman to get access to Alaundo the Seer, secretly an instance of time travel in magic from before MTGxWHO! Double (or triple) the cards you get with 10's attack trigger by using Clara Oswald and Roaming Throne! The Eleventh Doctor: Another aggressive Azorius creature. The most plentiful synergistic options with 11 are with a red or black companion. 11 does a great job of forcing creatures through like Time Beetle, Blinding Angel, Prophetic Flamespeaker if you have a red companion. Dip into Black with Clara or Vislor Turlough and you could live the dream of making your creatures unblockable with 11, then sac something large like Gorex, the Tombshell or Shadow of Mortality to The Meep! The Twelfth Doctor: Note, Clara doesn’t double the demonstrate ability. She does double the +1/+1 counter trigger. Romana II as a companion can give you even more copies of permanents you copy. Look for cards with Escape, Flashback, Cascade and cards that allow you to cast spells from exile. The Thirteenth Doctor: Keep an eye out for other ways to get +1/+1 counters too! Natural Unity can give you a surprise untap. Pair with a red companion and get a large board with Iraxxa, Empress of Mars! Augur of Autumn, Future Sight effects will help you add +1/+1 counters FAST. Pair with a white companion to double-up on utility creatures like Intrepid Hero or Pentarch Paladin. Use Nardole, Resourceful Cyborg to get extra mana for all those counters, twice! The Fourteenth Doctor: Even if you don’t get too many other doctors in your deck, 14 still is a large body for cheap. If you are able to trigger him, don’t forget he gets haste! Note he can only copy doctors put into your graveyard when you play 14, not any from before. Prioritize lands, as this is a 4-color (or 5-color) deck you don’t have to worry about being short on playable cards. Pick up Eternal Witness and Timeless Witness to get those Doctors you copy back! Naturally, 14 is the commander best suited to benefit from Rose Noble as a companion since you're more likely to be able to play any late-pick Doctors. The Fifteenth Doctor: If you’re not careful, you could mill yourself out! Echo of Eons and Midnight Clock are perfect pairings with 15! Trenzalore Clocktower is another option for this effect. There are tons of great 2-3 cost artifacts you can grab like the swords, Strionic Resonator, Inspiring Statuary and multiple artifact creatures. Keep an eye out for colored artifacts too like Breya's apprentice, Master of Etherium, Spellskite and The Reality Chip! Churn out tons of clues that can be used as mana rocks when you pair 15 with Sarah Jane Smith! With a black companion you can take reanimate any good creatures milled with Incarnation Technique or Geth, Lord of the Vault, or even double the artifact value with Ashad, the Lone Cyberman! The War Doctor: Please don’t build with Ryan Sinclair and only lands in your deck, kinda cheesy for a quick kill. There are other great ways to get counters on the Doctor too; cascade, The Parting of the Ways, Showdown of the Skalds, delve. Another great pairing is K-9, Mark I or Martha Jones to help keep the Doctor around and to push him through. Adric, Mathematical Genius can be a great pairing too by doubling the Doctor's attack trigger and having a reusable way to stop abilities. Pair with black to use Death in Heaven and Author of Shadows, though those will only give you one counter per ability. Cascade spells will give you one counter per card revealed though, so be sure to pick up the TARDIS, Throes of Chaos, Into the Time Vortex, even Apex Devastator or Bigger on the Inside if you add a green companion! The Fugitive Doctor: A Spells Matter commander. Pairs great with K-9 and Martha Jones to make sure the Doctor connects safely, make an extra clue for Martha. Get a lot of value out of big spells like Magma Opus! To put those expensive spells in your graveyard easier look for cards like Jace, Vryn's Prodigy, Champion of Wits, Decaying Time Loop and Conspiracy Theorist. Other companion options include Graham O'Brien for tokens, Bill Potts for doubling up on heroic-like spells Contest of Claws, Increasing Savagery, Invigorate, strike a historic balance with Sarah Jane Smith to keep flashing back spells. While removal and proactive spells will be most important, this can even flashback Inevitable Betrayal. Rory Williams & Amy Pond: The most intuitive scenario is Rory would be in your deck with Amy Pond as a companion, however don’t rule out using the two of them together as your commanders! There isn't a lot of lifelink in the cube so consider these two if you want a reliable way to pad your life total! Note if you cast Rory from the Command Zone, he will get suspended with time counters. Amy cares a lot about cards in suspend, so look for things like Inevitable Betrayal, The Parting of the Ways, Star Whale, Dinosaurs on a Spaceship, The Wedding of River Song. Add some swords to the mix with Rory’s first strike and lifelink to get an edge! Sally Sparrow: It'll be hard for your opponents to attack into you if you can keep your mana up! Novice Inspector is a flavorful addition (Well, Thraben Inspector until the next set). Get a ton of value with Sword of Hearth and Home, Astrid Peth and The Reality Chip. Make combat awkward for your opponents with Master of Etherium, Whirler Rogue, clones, Atraxi Warden, Walking Ballista. Get a steady stream of clues from Sun Titan or replicating Chronozoa! Conjurer's Closet or other blink effects will net you extra clues too. Get extra mana per clue with Five Hundred Year Diary! The Cyber-Controller: Don’t overlook this commander! Packs a ton of value even with X = 1 or 2 in larger games. Quickly go from no board to a huge board. You could go the mill plan too, though that will send a lot of heat your way. Make your artifact creatures better with Chief of the Foundry or Master of Etherium. You can also play an aristocrats style deck with Blood Artist and sacrifice outlets like Yahenni, Undying Partisan or Woe Strider. The Master, Mesmerist: Make your opponents attack each other! Make those attacks connect smoother with kill spells, make yourself a less enticing attack target with cards like Vindictive Lich, Sinister Concierge and Basilisk Collar. Make The Master's power bigger such as with swords or Hero's Blade so you can goad larger creatures! Rassilon, the War President: Look for powerful spells like Hunted by the Family, Cryptic Command, Sublime Epiphany, Make an Example and ways to manipulate the top of your deck like Jace, The Mind Sculptor and Ponder. Consider this in your Twelfth Doctor deck if you have Vislor or Clara! The Doctor and Rassilon can conspire together, which is sort of a flavor fail but could be a game winner! The Beast, Deathless Prince: You’re going to want powerful Act of Treason effects like Captivating Crew and Midnight Crusader Shuttle. You can also use Reanimate effects like Geth, Lord of the Vault, or take cards from your opponent’s decks with Gonti, Lord of Luxury or Grenzo, Havoc Raiser! To fend off opponents trying to get you down before your engine is going you can use cards like Bitterblossom, deflecting swat, Coward // Killer and other removal spells. The Master, Gallifrey's End: A commander all about artifact creatures, good thing there’s plenty here! In Kingdoms this could have neat play patterns to get tokens when the “opponent” with the highest life happens to be someone you believe to be an ally. Use a sacrifice outlet like Yahenni, Undying Partisan or Woe Strider, get extra value out of Cybermen Squadron's myriad tokens before they get exiled! Make those triggers hurt more with Blood Artist! Don’t forget to consider the conspiracy artifact creatures. Get the trigger twice with Roaming Throne and really grow your board! The Master, Multiplied: Get an explosive start and this commander can run away with the game! Prioritize ramp and haste effects like Reckless Charge, Lightning Greaves, or even surprise your opponents with Incendiary Dissent! The Dalek Emperor: If you want to be like Josh Lee Kwai and maniacally say "Exterminate!" throughout the game, bring the beats with The Dalek Emperor! With only two Daleks outside of the commander pack, more often than not you’re going to be playing this in your deck rather than as a commander. In a big multiplayer game though this card brings you an army on its own, so consider it if you’re politically inclined or are up for a challenge! Strax, Sontaran Nurse: Strax is to Doctor Who as Drax is to the MCU! Look for ways to make artifacts like Bootleggers' Stash, Tireless Provisioner, Tireless Tracker, Graham O'Brien, Thijarian Witness, Academy Manufactor, City of Death. Get an extra combat and extra activation with Last Night Together! Combine with Heroic Intervention if things get messy. Vrestin, Menoptra Leader: Own the sky with minimal competition! White has more fliers than other colors in this cube by far, and playing such a commander will make getting attacks through a lot easier. Attack, buff your tokens, THEN use Sanctum of Eternity to make even more fliers! Nab Mirari's Wake and your board can quickly get out of hand. Simplify the board a lot with all these tokens when you use Aura Shards too! River Song: Jace, The Mind Sculptor goes from being a 0:Brainstorm to a 0:Ancestral Recall! Let your opponents draft the scry lands, Gallifrey Council Chamber, Confession Dial etc. River’s ability cares about her total power, not just improving it by her ability. Look out for swords, Clockspinning and other ways to boost her! 15 of the 50 lands trigger River, even multiple triggers at once with Field of Ruin! Draw what you want by putting cards from your graveyard back on the bottom of your deck with Canal Dredger! Timestream Navigator needs work if you're going to go for the combo kill - 6 mana + Lightning Greaves or 7 with Swiftfoot Boots, plus another way to draw cards or do damage. Jenny, Generated Anomaly: Your Voltron-style commander. Do lots of damage quickly and keep the gas going! Double Strike works with The Sound of Drums for massive damage! Protect her with cards live Everybody Lives! and Clever Concealment! Other great picks for her include Basilisk Collar, Shadowspear, Reckless Charge and removal to help clear the way! Use Rogue's Passage, Sonic Screwdriver, Bessie, the Doctor's Roadster or Psychic Paper to make her unblockable! Madame Vastra & Jenny Flint: Get Madame Vastra big to help keep the tokens flowing. Protect Madame Vastra with counter spells and cards like Heroic Intervention, Deflecting Swat to help her continue to snipe creatures. Often you’ll play Vastra first on turn 3 after a ramp effect turn 2, then the turn after play Jenny while holding up for interaction or to crack the clue or food Vastra makes if you have a safe attack. Alistair, the Brigadier: Commanders with built-in Overrun effects are always scary! Make sure you have enough cheap historic cards to get your army as large as possible! If your opponents kill Alistair before you'd make a big attack, having backup cards like Finale of Devastation and End-Raze Forerunners can help you seal the deal! Displaced Dinosaurs will turn all of your historic permanents into 7/7 dinosaurs, even you sagas and mana rocks! The Celestial Toymaker: A game with Neil Patrick Harris as your commander will be Legen-dary! Fight or Flight will quickly do lots of damage AND slow down opponents’ attacks, making all of your opponents lose 2 life every single combat step! Master of Predicaments, The Seventh Doctor, Fact or Fiction, Make an Example and the commander’s own ability all contribute to doing massive widespread damage! Multiply your commander's ability for a turn with Nanogene Conversion! Ashad, the Lone Cyberman: A powerful artifacts-matter aristocrats commander! He gets bigger the more you use him! Look for Blood Artist, Woe Strider, Yahenni, Undying Partisan and a lot of artifact creatures like Master of Etherium! Also note he allows you to copy all nonlegendary artifacts, not just creatures; Conjurer's Closet, Midnight Crusader Shuttle, swords. Cult of Skaro: Looking for value and you don’t care what kind? Add some chaos to the game with the ‘Cult! Be mindful his ability is at random. Prioritize some amount of artifact creatures to get more out of Thay. Davros, Dalek Creator: Pick up Loyal Subordinate to ensure Davros triggers every turn! Neheb, the Eternal helps ensure damage gets through too. Get Davros out early and protect him to snowball the value! The Rani: Conjurer's Closet will net you extra Mark of the Rani tokens to goad even more creatures! You can play defense and force your opponents to all go after each other with regenerating creatures, Kokusho, the Evening Star, Vindictive Lich, or join in the fray against their weakened board states! Missy: Just like in the show, she'll steal creatures that die - even if they aren't yours! Bitterblossom will buy you time. Convert all your opponents’ non-artifact creatures into Cybermen when you use damage-based sweepers. Give her a Sword of Fire and Ice to survive Blasphemous Act, a well-timed Impending Flux can nab quite a few creatures (if foretold it alone does 2 damage, not to mention other ways to play cards from exile). Get extra value out of your morph creatures like Stratus Dancer, Grim Haruspex and Kadena's Silencer! Me, the Immortal: Get her out early to start getting those counters on her. There aren’t many ways of getting rid of the counters, mostly just bounce effects like Run Away Together – so draft that card yourself! Extra combats net you extra triggers so look for Last Night Together and give it flashback with The Fugitive Doctor or Return the Past! Take advantage of her inevitability with Rogue's Passage or Sonic Screwdriver, look for other ways to enhance and protect her! Kate Stewart: Like her father Alistair, Kate has a built-in overrun too! Time counters on permanents matter, and anything that lets you add them repeatedly will help you grow a large board. Live the dream and grab The Millennium Calendar to make your creatures lethal threats! Some other cards to look for include Wilfred Mott, The War Doctor, Four Knocks, Out of Time, Clockspinning, Jhoira's Timebug, Rose Tyler, Chronozoa and Wibbly-Wobbly, Timey-Wimey! Make sure you have enough mana so that your overrun is ready when you go for the kill.This was a lot of work to put together. I hope you enjoy this cube! Geronimo!