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Susan Foreman
GGreenLegendary Creature — Time Lord

Susan Foreman

Mana value2Rank#18,348
BuildCard details

The Commander

If you would planeswalk, instead look at the top two cards of your planar deck, put one on the bottom of your planar deck and the other on top, then planeswalk.

{T}: Add {G}.

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

Guide

Gameplan

Susan Foreman is primarily a Doctor's companion enabler: pair her with any Doctor to add green to your color identity and gain a turn-two ramp creature. The deck plays out as whatever your Doctor wants—you ramp early with Susan's mana ability, then leverage green's acceleration and her partner's payoff to take over the midgame. In Planechase pods her planar-deck filtering smooths your plane sequencing.

Strengths

  • Acts as a cheap mana dork that comes down turn two and accelerates your Doctor commander
  • Unlocks green for any Doctor, dramatically widening ramp, fight removal, and big-mana options
  • Flexible partner glue—you choose the Doctor that best fits your strategy
  • Low mana value makes her easy to recast after removal

Weaknesses

  • Her signature planeswalk text is irrelevant outside Planechase games
  • On her own she's just a vanilla 2-mana dork with no card advantage or protection
  • Mono-green by herself offers no interaction; the deck lives or dies by the paired Doctor
  • Vulnerable to creature removal and board wipes like any mana creature
  • Tapping for mana makes her a poor blocker and easy to kill in combat

Key Cards

  • The Tenth Doctor — A strong green-inclusive Doctor partner whose tactic-and-suspend engine loves Susan's early ramp.
  • The Thirteenth Doctor — Pairs in Bant for a +1/+1 counter and historic-matters shell that benefits from extra green mana.
  • Sol Ring — Stacks with Susan to fuel an explosive early Doctor and big green payoffs.
  • Beast Within — Premium green catch-all removal that covers green's weakness to noncreature threats.
  • Heroic Intervention — Cheap protection for Susan, your Doctor, and the board against wipes and targeted removal.

Upgrade Path

Pick a Doctor with a focused engine—Tenth for suspend/tactic value, Thirteenth for counters—and build the deck around it rather than around Susan. Prioritize fast mana (Sol Ring, Three Visits, Nature's Lore, Mana Crypt), interaction green lacks elsewhere (Beast Within, Heroic Intervention), and protection for your commanders. Cut clunky vanilla cards for tutors and a tight, repeatable win line tied to your Doctor's strengths.

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

  • ▸Commander damage from a buffed-up Doctor partner
  • ▸Resolving a large green payoff (overrun effect or game-ending creature) off accelerated mana
  • ▸Going wide with tokens or counters and finishing with a trample anthem
  • ▸Whatever combo or value engine the paired Doctor enables

Archetypes

  • Ramp / Big Mana — Susan's mana ability plus green's ramp suite powers out an expensive Doctor and game-ending payoffs ahead of curve.
  • Partner Value (Doctor) — Her whole identity is enabling a green-color Doctor pairing, letting you tune the deck around that second commander.
  • Counters / Stompy — Green Doctors like the Thirteenth turn early ramp into oversized +1/+1-counter threats.
  • Voltron — Mono-green/Doctor builds can suit up a single Doctor with auras and trample for commander-damage kills.

Combos

No combos found for this commander on Commander Spellbook.

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