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Command zone

Donna Noble

Donna Noble

Legendary Creature — Human

Donna Noble wants a deck that hurts its own creatures on purpose to set off their abilities. It can share the lead with a Doctor as a second commander.

  • Mana cost3 genericred
  • Red ()
  • Power / toughness2 / 4
  • RarityRare

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)

Whenever Donna Noble or a creature it's paired with is dealt damage, Donna Noble deals that much damage to target opponent.

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

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Archetypes
Themes
  • Humans

Cards That Fit Donna Noble

Picked for what they do in Donna Noble's deck. When two cards do the same job, the one with the lower comes first. All of them fit Donna Noble's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Donna Noble

explain how Donna Noble works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 13 Oct 2023

Although Doctor's companion is a new variant of the partner ability, the rules for partner have not otherwise changed. Notably, Time Lord Doctors and cards with Doctor's companion do not interact with cards which have another partner ability.

Wizards of the Coast 13 Oct 2023

An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.

Wizards of the Coast 13 Oct 2023

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.

Wizards of the Coast 13 Oct 2023

Donna's ability triggers when either creature is dealt damage even if one or both were dealt lethal damage.

Wizards of the Coast 13 Oct 2023

If Donna is paired with another creature and they are both dealt damage at the same time, the second ability triggers twice.

Wizards of the Coast 13 Oct 2023

If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.

Wizards of the Coast 13 Oct 2023

If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.

Wizards of the Coast 13 Oct 2023

Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined.

Wizards of the Coast 13 Oct 2023

The Doctor's companion ability allows you to have two commanders if one has the ability and the other is a legendary creature that is a Time Lord Doctor and has no other creature types. Creatures with the changeling ability, for example, can't be a second commander this way.

9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Donna Noble, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.EnrageEnrage decks use creatures that do something every time they are dealt damage, then damage them on purpose to set it off. A card that damages every creature can set off all of them at once.Open the Enrage pageEnrageTriggers when this creature is dealt damage, so hurting it hands you something instead. It turns blocking and burn spells into a decision your opponents would rather not have to make. Some of these were printed under the ability word Enrage; this tag covers the whole family, named or not. Boros Reckoner, Truefire Captain, Coalhauler SwineOpen the Enrage pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pagePingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pageBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn page