HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Clara Oswald
CColorlessLegendary Creature — Human Advisor

Clara Oswald

Mana value6Rank#12,639
BuildCard details

The Commander

Impossible Girl — If Clara Oswald is your commander, choose a color before the game begins. Clara Oswald is the chosen color.

If a triggered ability of a Doctor you control triggers, that ability triggers an additional time.

Doctor's companion (You can have two commanders if the other is the Doctor.)

Guide

Gameplan

Pair Clara with a Doctor partner whose abilities snowball each turn, then double every Doctor trigger to take over the game. You build toward a Doctor that generates value or pressure on attack/cast/end step, ride that engine, and close once the doubled triggers spiral out of control. Clara's chosen color plus the Doctor's identity dictates your whole shell, so deckbuilding starts with which Doctor you marry her to.

Strengths

  • Doubles any Doctor's triggered abilities, turning incremental engines into runaway value
  • Doctor's companion gives you a second command-zone card and effectively two threats
  • Flexible color via Impossible Girl lets you add a fifth color or fill a gap in the Doctor's identity
  • Many Doctors trigger on combat, history, or end step, all of which Clara amplifies for free

Weaknesses

  • Does almost nothing on her own without a Doctor partner on the battlefield
  • Doctor-matters payoff is narrow—you're locked into pairing with a Doctor
  • Six mana and no evasion or protection make her a clunky standalone body
  • Heavy reliance on the partner means removal on the Doctor blunts the whole engine

Key Cards

  • The Tenth Doctor — His time counter/suspend triggers double under Clara for absurd burst and tempo swings.
  • The Thirteenth Doctor — Doubles your Doctor's already-doubled cast triggers, stacking saga and historic value enormously.
  • The Fourth Doctor — Quest counters accumulate twice as fast, accelerating his payoff into game-ending casts.
  • Strionic Resonator — Stacks with Clara to triple a key Doctor trigger at a critical moment.
  • Lightning Greaves — Protects and hastes your fragile, expensive Doctor so the trigger engine survives removal.

Upgrade Path

Pick the most explosive Doctor for your meta and build the mana to deploy both commanders early, then add trigger multipliers like Strionic Resonator and protection like Lightning Greaves and Swiftfoot Boots. Tighten the curve with fast mana and tutors to find your Doctor consistently, and lean into a compact combo or value engine that abuses repeated doubled triggers rather than a scattered goodstuff pile.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Snowball doubled Doctor triggers into overwhelming card and board advantage
  • ▸Combat damage from an empowered Doctor backed by doubled buffs and tokens
  • ▸Trigger-based combo loops enabled by repeatable doubled abilities
  • ▸Doubled drain or burn triggers grinding the table out incrementally

Archetypes

  • Doctor Synergy Value — Clara exists to double a Doctor's triggers, making any Doctor-centric engine deck her natural home.
  • Spellslinger — Pair with a Doctor whose cast triggers reward instants and sorceries to double the payoff each spell.
  • Combo — Doubling triggered abilities can create loops with the right Doctor and trigger-based engines.
  • Tokens/Aristocrats — Doctors that make creatures or drain on triggers produce twice the bodies or life loss with Clara out.

Combos

No combos found for this commander on Commander Spellbook.

Discussion (0)