Barbara Wright is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
History Teacher — Sagas you control have read ahead. (As a Saga enters, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.)
How it works : Barbara Wright
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
As a Saga with read ahead enters the battlefield, its controller chooses a number from one to that Saga's greatest chapter number. The Saga enters the battlefield with the chosen number of lore counters. Neither choosing the number nor putting the counters on the Saga use the stack, and neither can be responded to.
No other card is named in this ruling.
- #2· Wizards of the Coast
Having multiple instances of read ahead doesn't cause anything unusual to happen. It functions the same way as having one instance of read ahead.
No other card is named in this ruling.
- #3· Wizards of the Coast
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.
No other card is named in this ruling.
- #4· Wizards of the Coast
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.
No other card is named in this ruling.
- #5· Wizards of the Coast
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.
No other card is named in this ruling.
- #6· Wizards of the Coast
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.
No other card is named in this ruling.
- #7· Wizards of the Coast
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional
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.
No other card is named in this ruling.
- #8· Wizards of the Coast
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.
No other card is named in this ruling.
- #9· Wizards of the Coast
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Yenna, Redtooth Regent + Three Blind Mice + Barbara Wright
- 1Activate Yenna by paying
and tapping it, creating a token copy of Three Blind Mice.
- 2The Three Blind Mice token enter the battlefield with two lore counters on them due to its read-ahead ability, creating a token copy of the Three Blind Mice token.
- 3Repeat step 2.
Anikthea, Hand of Erebos + Three Blind Mice + Barbara Wright
- 1Cast Anikthea either from your hand or from the command zone by paying
and commander tax, if applicable.
- 2When Anikthea enters the battlefield, it triggers, exiling Three Blind Mice from your graveyard and creating a token copy of it that is a 3/3 Zombie in addition to their other types.
- 3The Three Blind Mice token enter the battlefield with two lore counters on them due to its read-ahead ability, creating a token copy of the Three Blind Mice token.
- 4Repeat step 3.
Calix, Guided by Fate + Three Blind Mice + Barbara Wright
- 1Deal combat damage to an opponent using Calix.
- 2Calix triggers, creating a token copy of Three Blind Mice.
- 3The Three Blind Mice token enter the battlefield with two lore counters on them due to its read-ahead ability, creating a token copy of the Three Blind Mice token.
- 4Repeat step 3.
Terra, Magical Adept // Esper Terra + Barbara Wright + Anger
- 1Activate Terra, Magical Adept by paying
and tapping it, causing you to exile it and return it to the battlefield as Esper Terra.
- 2As Esper Terra enters the battlefield, choose to have it enter with four lore counters due to its read-ahead ability.
- 3Esper Terra's fourth chapter ability triggers, causing you to add
, and then exile Esper Terra and return it to the battlefield as Terra, Magical Adept.
- 4When Terra, Magical Adept enters the battlefield, it triggers, causing you to mill five cards and put up to one enchantment card milled this way into your hand.
- 5Repeat.
Terra, Magical Adept // Esper Terra + Barbara Wright + Temur Ascendancy
- 1Activate Terra, Magical Adept by paying
and tapping it, causing you to exile it and return it to the battlefield as Esper Terra.
- 2As Esper Terra enters the battlefield, choose to have it enter with four lore counters due to its read-ahead ability.
- 3Esper Terra's fourth chapter ability triggers, causing you to add
, and then exile Esper Terra and return it to the battlefield as Terra, Magical Adept.
- 4When Terra, Magical Adept enters the battlefield, it triggers, causing you to mill five cards and put up to one enchantment card milled this way into your hand.
- 5Repeat.
Terra, Magical Adept // Esper Terra + Barbara Wright + Concordant Crossroads
- 1Activate Terra, Magical Adept by paying
and tapping it, causing you to exile it and return it to the battlefield as Esper Terra.
- 2As Esper Terra enters the battlefield, choose to have it enter with four lore counters due to its read-ahead ability.
- 3Esper Terra's fourth chapter ability triggers, causing you to add
, and then exile Esper Terra and return it to the battlefield as Terra, Magical Adept.
- 4When Terra, Magical Adept enters the battlefield, it triggers, causing you to mill five cards and put up to one enchantment card milled this way into your hand.
- 5Repeat.
Terra, Magical Adept // Esper Terra + Barbara Wright + Rising of the Day
- 1Activate Terra, Magical Adept by paying
and tapping it, causing you to exile it and return it to the battlefield as Esper Terra.
- 2As Esper Terra enters the battlefield, choose to have it enter with four lore counters due to its read-ahead ability.
- 3Esper Terra's fourth chapter ability triggers, causing you to add
, and then exile Esper Terra and return it to the battlefield as Terra, Magical Adept.
- 4When Terra, Magical Adept enters the battlefield, it triggers, causing you to mill five cards and put up to one enchantment card milled this way into your hand.
- 5Repeat.
Terra, Magical Adept // Esper Terra + Barbara Wright + Mass Hysteria
- 1Activate Terra, Magical Adept by paying
and tapping it, causing you to exile it and return it to the battlefield as Esper Terra.
- 2As Esper Terra enters the battlefield, choose to have it enter with four lore counters due to its read-ahead ability.
- 3Esper Terra's fourth chapter ability triggers, causing you to add
, and then exile Esper Terra and return it to the battlefield as Terra, Magical Adept.
- 4When Terra, Magical Adept enters the battlefield, it triggers, causing you to mill five cards and put up to one enchantment card milled this way into your hand.
- 5Repeat.
Legal formats
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Meta decks with Barbara Wright
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