Every Card In Magic: The Gathering's Universes Beyond: Doctor Who Commander Decks

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Magic: The Gathering's latest Universes Beyond crossover takes us through all of time and space, in a crossover with the BBC sci-fi classic Doctor Who. Celebrating the show's 60th anniversary, this Commander-focused release includes four decks from across the series, and a huge number of brand-new cards.
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PostsWhether you're heading to Castrovalva with the Fifth Doctor, visiting Platform One with the Ninth Doctor, or even fighting the Flux with the Thirteenth, here is every card in Universes Beyond: Doctor Who.
Blast From The Past
The Fourth Doctor by Anna PavleevaThis green, white, and blue deck takes from the classic era of the show, bringing together the first eight Doctors, their companions, and enemies we haven't seen in decades.
Cleverly for a deck that needed to cram in at least eight legendary creatures for The Doctors, and even more for their companions, this is a historic-focused deck that wants you to play legendary cards, Sagas, and artifacts.
Though the three Doctor-focused decks are all intended to have a mix-and-match quality to their commanders, the main two for this deck are The Fourth Doctor and Sarah Jane Smith. With them together, you'll be making plenty of Artifact tokens, which is perfect for when you're wanting to cast so many historic-loving cards.
Full Decklist:
2 Island
2 Plains
3 Forest
Ace, Fearless Rebel
Ace's Baseball Bat
Adric, Mathematical Genius
Alistair, the Brigadier
An Unearthly Child
Arcane Signet
Ash Barrens
Banish to Another Universe
Barbara Wright
Bessie, the Doctor's Roadster
Canopy Vista
Celestial Colonnade
City of Death
Command Tower
Crisis of Conscience
Day of Destiny
Deserted Beach
Displaced Dinosaurs
Dreamroot Cascade
Duggan, Private Detective
Exotic Orchard
Explore
Five Hundred Year Diary
Fortified Village
Gallifrey Council Chamber
Gallifrey Stands
Glacial Fortress
Heroes' Podium
Heroic Intervention
Hero's Blade
Horizon Canopy
Ian Chesterton
Irrigated Farmland
Jamie McCrimmon
Jo Grant
K-9, Mark I
Leela, Sevateem Warrior
Mind Stone
Nyssa of Traken
Overgrown Farmland
Path of Ancestry
Path to Exile
Peri Brown
Port Town
Prairie Stream
Return to Dust
Reverse the Polarity
Romana II
Sarah Jane Smith
Scattered Groves
Seaside Citadel
Sergeant John Benton
Skycloud Expanse
Sol Ring
Sonic Screwdriver
Sungrass Prairie
Susan Foreman
Swords to Plowshares
Talisman of Progress
Talisman of Unity
TARDIS
Tegan Jovanka
Temple of Enlightenment
Temple of Mystery
Temple of Plenty
The Caves of Androzani
The Curse of Fenric
The Eighth Doctor
The Fifth Doctor
The First Doctor
The Five Doctors
The Fourth Doctor
The Night of the Doctor
The Sea Devils
The Second Doctor
The Seventh Doctor
The Sixth Doctor
The Third Doctor
The War Games
Thought Vessel
Three Visits
Thriving Grove
Thriving Heath
Thriving Isle
Time Lord Regeneration
Time Wipe
Traverse Eternity
Trenzalore Clocktower
Trial of a Time Lord
Twice Upon a Time
Vineglimmer Snarl
Vrestin, Menoptra Leader
Waterlogged Grove
read moreImage
Name
Description
The Fourth Doctor
Two generic, one green, one blue legendary creature – Time Lord Doctor – 4/4 – Mythic Rare
You may look at the top card of your library any time.
Would You Like A...? — Once each turn, you may play a historic land or cast a historic spell from the top of your library. When you do, create a Food token. (Artifacts, legendaries, and Sagas are historic.)
Sarah Jane Smith
One generic, one white legendary creature – Human Detective – 2/1 – Rare
Whenever you cast a historic spell, investigate. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. To investigate, create a Clue token. It's an artifact card with "Two generic, Sacrifice this artfact: Draw a card.")
Doctor's companion (You can have two commanders if the other is the Doctor.)
Banish to Another Universe
Four generic, one white enchantment - Uncommon
Affinity for historic permanents
When Banish to Another Universe enters the battlefield, exile target nonland permanent an opponent controls until Banish to Another Universe leaves the battlefield.
Barbara Wright
One generic, one white legendary creature - Human Advisor - 1/3 - Rare
History Teacher - Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.)
Doctor's companion
Crisis of Conscience
Four generic, two white sorcery – Rare
Choose one —
- Destroy all tokens.
- Destroy all nonland, nontoken permanents.
Day of Destiny
Three generic, one white legendary enchantment - Rare
Legendary creatures you control get +2/+2.
Ian Chesterton
Two generic, one white mana legendary creature - Human Scientist - 2/3 - Rare
Science Teacher - Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of permanents enter the battlefield as tokens.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Jo Grant
Two generic, one white legendary creature – Human Soldier – 3/2 – Rare
Each historic card in your hand has cycling: two generic, one white. (Two generic, one white, Discard that card: Draw a card.)
Whenever you cycle a card, put a +1/+1 counter on Jo Grant.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Path to Exile
One white mana instant - Uncommon
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Peri Brown
Three generic, one white legendary creature – Human – 2/3 – Rare
The first historic spell you cast each turn has convoke. (Your creatures can help cast it. Each creature you tap while casting it pays for one generic or one mana of that creature's color.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Return to Dust
Two generic, two white mana instant - Uncommon
Exile target artifact ot enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Romana II
Three generic, one white mana legendary creature - Time Lord Scientist - 3/3 - Rare
Vigilance
One generic mana, Tap: Create a tapped token that's a copy of target token that entered the battlefield this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Swords to Plowshares
One white instant – Uncommon
Exile target creature. Its controller gains life equal to its power.
Tegan Jovanka
Two generic, one white legendary creature – Human – 2/2 – Rare
Brave Heart — Whenever you attack, target attacking historic creature gets +1/+1 and gains indestructible until end of turn. (Artifacts, legendaries, and Sagas are historic.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
The Caves of Androzani
Three generic, one white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I: Put two stun counters on each of up to two target tapped creatures.
II, III: For each non-Saga permanent, choose a counter on it. You may put an additional counter of that kind on that permanent.
IV: Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
The Night of the Doctor
Four generic, two white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)
- Destroy all creatures.
- Return target legendary creature from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
The War Games
Two generic, two white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I.: Each player creates three tapped 1/1 white Warrior creature tokens. Those tokens are goaded for as long as The War Games remains on the battlefield.
II., III.: Put a +1/+1 counter on each Warrior creature.
IV.: You may exile a nontoken creature you control. When you do, exile all Warriors.
Trial of a Time Lord
One generic, two white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I., II., III.: Exile target nontoken creature an opponent controls until Trial of a Time Lord leaves the battlefield.
IV.: Starting with you, each player votes for innocent of guilty. If Guilty gets more votes, the owner of each card exile with Trial of a Time Lord puts that card on the bottom of their library.
Adric, Mathematical Genius
One generic, one blue legendary creature - Human Artificer - 1/1 - Rare
Two generic, one blue, tap: Copy target activated or triggered ability you control. You may choose two targets for the copy.
Ultimate Sacrifice - One generic, one blue, sacrifice Adric: Counter target activated or triggered ability.
Doctor's companion.
An Unearthly Child
One generic, two blue enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III: Reveal cards from the top of your library until you reveal a Doctor card, a card with doctor's companion, or a Vehicle card. Put that card into your hand and the rest on the bottom of your library in a random order.
Five Hundred Year Diary
Three generic, one blue mana legendary artifact - Clue - Rare
Five Hundred Year Diary enters the battlefield tapped.
Tap: Add one blue mana for each Clue you control.
Two generic mana, Sacrifice Five Hundred Year Diary: Draw a card.
K-9, Mark I
One blue legendary artifact creature – Robot Dog – 1/1 – Rare
Negative — As long as K-9, Mark I is untapped, other legendary creatures you control have ward: one generic.
Affirmative — One generic, one blue, tap: Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Nyssa of Traken
Three generic, one blue mana legendary creature - Human Scientist - 3/4 - Rare
You have no maximum hand size.
Sonic Booster - Whenever Nyssa of Traken attacks, sacrifice X artifacts. When you sacrifice one or more artifacts this way, tap up to X target creatures and you draw X cards.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Reverse The Polarity
One generic, two blue instant – Rare
Choose one —
- Counter all other spells.
- Switch each creature's power and toughness until end of turn.
- Creatures can't be blocked this turn.
Time Lord Regeneration
One blue instant – Uncommon
Until end of turn, target Time Lord you control gains "When this creature dies, reveal cards from the top of your library until you reveal a Time Lord creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order."
Traverse Eternity
Two generic, two blue sorcery – Rare
Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Twice Upon a Time//Unlikely Meeting
Twice Upon a Time
Four generic, two blue mana sorcery - Rare
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
Unlikely Meeting
Two generic, one blue mana sorcery - Adventure
Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
Ace, Fearless Rebel
Three generic, one green legendary creature – Human Rebel – 2/2 – Rare
Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls.
Doctor's companion (You can have two commanders if the other is the Doctor.)
City of Death
Two generic, one green enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I: Create a Treasure token.
II, III, IV, V, VI: Create a token that's a copy of target non-Saga token you control.
Displaced Dinosaurs
Five generic, two green creature - Dinosaur - 7/7 - Uncommon
As a historic permanent enters the battlefield under your control, it becomes a 7/7 Dinosaur creature in addition to its other types.
Explore
One generic, one green mana sorcery - Common
You may play an additional land card this turn.
Draw a card.
Heroic Intervention
One generic, one green mana instant - Rare
Permanents you control gain hexproof and indestructible until end of turn.
Jamie McCrimmon
Two generic, one green legendary creature – Human Warrior – 2/2 – Rare
Trample
Whenever you cast a historic spell, Jamie McCrimmon gets +X/+X until end of turn, where X is that spell's mana value. (Artifacts, legendaries, and Sagas are historic.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Leela, Sevateem Warrior
Three generic, one green mana legendary creature - Human Warrior - 3/3 - Rare
Whenever an opponent draws a card except the first one they draw in each of their draw steps, put a +1/+1 counter on Leela, Sevateem Warrior.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Susan Foreman
One generic, one green legendary creature – Time Lord – 1/1 – Rare
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 the top, the planeswalker.
Tap: Add one green mana.
Doctor's companion (You can have two commanders if the other is the Doctor.)
The Five Doctors
Five generic, one green sorcery – Rare
Kicker: five generic. (You may pay an additional five generic as you cast this spell.)
Search your library and/or graveyard for up to five Doctor cards, reveal them, and put them into your hand. If you search your library this way, shuffle. If this spell was kicked, put those cards onto the battlefield instead of putting them into your hand.
The Sea Devils
Two generic, one green enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II: Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III: Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
Three Visits
One generic, one green sorcery – Uncommon
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Gallifrey Stands
Four generic, one white, one blue legendary enchantment – Rare
When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then, if you control thirteen or more Doctors, you win the game.
Time Wipe
Two generic, two white, one blue sorcery – Rare
Return a creature you control to its owner's hand, then destroy all creatures.
The Eighth Doctor
Four generic, one white, one blue legendary creature – Time Lord Doctor – 4/4 – Rare
When The Eighth Doctor enters the battlefield, mill three cards.
Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
The Fifth Doctor
Two generic, one white, one blue legendary creature – Time Lord Doctor – 2/2 – Rare
Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures.
The First Doctor
One generic, one white, one blue legendary creature – Time Lord Doctor – 2/2 – Rare
When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle.
The Second Doctor
Two generic, one white, one blue legendary creature – Time Lord Doctor – 2/4 – Rare
Players have no maximum hand size.
How Civil of You — At the beginning of your end step, each player may draw a card. Each opponent who does can't attack you or permanents you control during their next turn.
The Seventh Doctor
Three generic, one white, one blue legendary creature – Time Lord Doctor – 3/6 – Rare
Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with "two generic, Sacrifice this artifact: Draw a card.")
Sergeant John Benton
One generic, one green, one white legendary creature – Human Soldier – 2/4 – Rare
Trample, haste
Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.
The Curse of Fenric
Two generic, one green, one white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
- For each player, destroy up to one target creature that player controls. For each creature destroyed this way, its controller creates a 3/3 green Mutant creature token with deathtouch.
- Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
- Target Mutant fights another target creature named Fenric.
Vrestin, Menoptra Leader
X generic, two green, one white legendary creature – Alien Insect Scout – 0/0 – Rare
Flying
Vrestin enters the battlefield with X +1/+1 counters on it.
When Vrestin enters the battlefield, create X 1/1 green and white Alien Insect creature tokens with flying.
Whenever you attack with one or more Insects, put a +1/+1 counter on each of them.
Duggan, Private Detective
Two generic, one green, one blue mana legendary creature - Human Detective - */* - Rare
Duggan's power and toughness are each equal to the number of cards in your hand.
Whenever Duggan enters the battlefield or attacks, investigate.
The Most Important Punch in History - One generic, one green mana, Tap: Duggan deals damage equal to twice its power to another target creature. Activate only once.
The Sixth Doctor
Four generic, one green, one blue legendary creature – Time Lord Doctor – 3/3 – Rare
Time Lord's Prerogative — Whenever you cast a h istoric spell, copy it, except the copy isn't legendary. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. A copy of a permanent spell becomes a token.)
The Third Doctor
Two generic, one green, one blue legendary creature – Time Lord Doctor – 2/2 – Rare
Trample
The Third Doctor gets +1/+1 for each nontoken creature you control.
When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token.
Alistair, the Brigadier
One generic, one green, one white, one blue legendary creature - Human Soldier - 3/3 - Rare
Whenever you cast a historic spell, create a 1/1 white Soldier creature token.
Whenever Alistair attacks, you may pay eight generic. If you do, creature you control get +x/+x until end of turn, where X is the number of historic permanents you control.
Ace's Baseball Bat
Two generic legendary artifact - Equipment - Rare
Equipped creature gets +3/+0
As long as equipped creature is attacking, it has first strike and must be blocked by a Dalek if able.
Equip legendary creature one generic
Equip three generic
Arcane Signet
Two generic artifact - Common
Tap: Add one mana of any color in your commander's color identity.
Bessie, the Doctor's Roadster
Two generic, legendary artifact - Vehicle - 3/4 - Rare
Haste
Whenever Bessie attacks, another target legendary creature can't be blocked this turn.
Crew 2
Hero's Blade
Two generic mana artifact - Equipment - Uncommon
Equipped creature gets +3/+2.
Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it.
Equip four generic mana. (Four generic mana: Attach to target creature you control. Equip only as a sorcery.)
Heroes' Podium
Five generic mana legendary artifact - Rare
Each legendary creature you control gets +1/+1 for each other legendary creature you control.
X generic mana, Tap: Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Mind Stone
Two generic artifact - Uncommon
Tap: Add one colorless.
One generic, Tap, Sacrifice Mind Stone: Draw a card.
Sol Ring
One generic artifact - Uncommon
Tap: Add two colorless.
Sonic Screwdriver
Three generic artifact - Uncommon
Tap: Add one mana of any color.
One generic, tap: Untap another target artifact.
Two generic, tap: Scry 1.
Three generic, tap: Target creature can't be blocked this turn.
Talisman of Progress
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one white or one blue. Talisman of Progress deals 1 damage to you.
Talisman of Unity
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one green or one white. Talisman of Unity deals 1 damage to you.
TARDIS
Two generic artifact – Vehicle – 2/4 – Uncommon
Flying
Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Thought Vessel
Two generic artifact - Uncommon
You have no maximum hand size.
Tap: Add one generic.
Ash Barrens
Land - Uncommon
Tap: Add one generic.
Basic landcycling one generic (One generic, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Canopy Vista
Land - Forest Plains - Rare
(Tap: Add one green or one white.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
Celestial Colonnade
Land - Rare
Celestial Colonnade enters the battlefield tapped.
Tap: Add one white or one blue.
Three generic one white one blue: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Command Tower
Land - Common
Tap: Add one mana of any color in your commander’s color identity.
Deserted Beach
Land – Rare
Deserted Beach enters the battlefield tapped unless you control two or more other lands.
Tap: Add one white or one blue.
Dreamroot Cascade
Land - Rare
Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands.
Tap: Add one green or one blue.
Exotic Orchard
Land – Rare
Tap: Add one mana of any color that a land an opponent controls could produce.
Fortified Village
Land - Rare
As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped.
Tap: Add one green mana or one white mana.
Gallifrey Council Chamber
Legendary Land - Rare
When Gallifrey Council Chamber enters the battlefield, surveil 1.
Tap: Add one generic.
Tap: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Glacial Fortress
Land – Rare
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
Tap: Add one white or one blue.
Horizon Canopy
Land - Rare
Tap, Pay 1 life: Add one green mana or one white mana.
One generic mana, Tap, Sacrifice Horizon Canopy: Draw a card.
Irrigated Farmland
Land – Plains Island – Rare
(Tap: Add one white or one blue.)
Irrigated Farmland enters the battlefield tapped.
Cycling: two generic (Two generic, Discard this card: Draw a card.)
Overgrown Farmland
Land - Rare
Overgrown Farmland enters the battlefield tapped unless you control two or more other lands.
Tap: Add one green mana or one white mana.
Path of Ancestry
Land – Common
Path of Ancestry enters the battlefield tapped.
Tap: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Port Town
Land – Rare
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
Tap: Add one white or one blue.
Prairie Stream
Land – Plains Island – Rare
(Tap: Add one white or one blue mana.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Scattered Groves
Land - Forest Plains - Rare
(Tap: Add one green mana or one white mana.)
Scattered Groves enters the battlefield tapped.
Cycling two generic mana (Two generic mana, Discard this card: Draw a card.)
Seaside Citadel
Land – Uncommon
Seaside Citadel enters the battlefield tapped.
Tap: Add one green, one white, or one blue mana.
Skycloud Expanse
Land – Rare
One generic, Tap: Add one white and one blue.
Sungrass Prairie
Land – Rare
One generic, Tap: Add one green, one white.
Temple of Enlightenment
Land – Rare
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
Tap: Add one white or one blue.
Temple of Mystery
Land - Rare
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
Tap: Add one green mana or one blue mana.
Temple of Plenty
Land - Rare
Temple of Plenty enters the battlefield tapped.
When Temple of Plenty enters the battlefield, scry 1.
Tap: Add one green mana or one white mana.
Thriving Grove
Land – Common
Thriving Grove enters the battlefield tapped.
As Thriving Grove enters the battlefield, choose a color other than white.
Tap: Add one green or one mana of the chosen color.
Thriving Heath
Land – Common
Thriving Heath enters the battlefield tapped.
As Thriving Heath enters the battlefield, choose a color other than white.
Tap: Add one white or one mana of the chosen color.
Thriving Isle
Land – Common
Thriving Isle enters the battlefield tapped.
As Thriving Isle enters the battlefield, choose a color other than blue.
Tap: Add one blue or one mana of the chosen color.
Trenzalore Clocktower
Legendary land
Tap: Add one blue mana. Put a time counter on Trenzalore Clocktower.
One generic, one blue mana, Tap, Remove twelve time counters from Trenzalore Clocktower and exile it: Shuffle your graveyard and hand into your library, then draw seven cards. Activate only if you control a Time Lord.
Vineglimmer Snarl
Land - Rare
As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters the battlefield tapped.
Tap: Add one green mana or one blue mana.
Waterlogged Grove
Land – Rare
Tap, pay one life: Add one green or one blue.
One generic, Tap, Sacrifice Waterlogged Grove: Draw a card.
Planechase Cards
Antarctic Research Base
Plane - Earth - Common
When to planeswalk to Antarctic Research Base and at the beginning of your upkeep, investigate.
Whenever chaos ensues, put X +1/+1 counters on target creature you control, where X is the number of artifacts you control. It becomes a Plant in addition to its other types.
Caught in a Parallel Universe
Phenomenon - Common
When you encounter Caught in a Parallel Universe, each player chooses a creature controlled by the player to their left. Each player creates a token that's a copy of the creature they choose, except it has menance.
Coal Hill School
Plane - Earth - Common
Whenever a player casts a historic spell, that player draws a card.
Whenever chaos ensues, return target historic card from your graveyard to your hand.
Gardens of Tranquil Repose
Plane - Necros - Common
Suspended Animation - Whenever a creature dies, exile it. Its controller scries 1.
Whenever chaos ensues, create X 3/3 black Dalek artifact creature tokens with menace, where X is one plus the number of cards exiled with Gardens of Tranquil Repose.
Spectrox Mines
Plane – Androzani Minor – Common
When you planeswalk to Spectrox Mines and at the beginning of your upkeep, you lose 3 life and create a Treasure token.
Whenever chaos ensues, create a Food token and a 2/2 black Human Rogue creature token.
TARDIS Bay
Plane – Gallifrey – Common
The first spell you cast during each of your turns with mana value 2 or greater has cascade. (When you cast that spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
When chaos ensues, gain control of target artifact. Then planeswalk.
The Cave Of Skulls
Plane – Earth – Common
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
Whenever chaos ensues, create two 1/1 white Warrior creature tokens.
The Cheetah Planet
Plane – Outside Mutter's Spiral – Common
When you planeswalk to The Cheetah Planet and at the beginning of your upkeep, put two +1/+1 counters on target non-Cat creature you control. It becomes a Cat in addition to its other types.
Whenever chaos ensues, all Cats gain provoke until end of turn. (Whenever a Cat attacks, its controller may have target creature defending player controls untap and block it if able.)
The Pyramid of Mars
Plane – Mars
When you planeswalk to The Pyramid of Mars and at the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
UNIT Headquarters
Plane – Earth – Common
When you planeswalk to UNIT Headquarters and at the beginning of your upkeep, create a tapped 1/1 white Soldier creature token.
Whenever chaos ensues, put a +1/+1 counter on each creature you control.
Timey-Wimey
The Tenth Doctor by Luisa J PreisslerBased on the first three Doctors of the New Who era, Christopher Ecclestone, David Tennant, and Matt Smith, the Timey-Wimey deck plays with a mechanic rarely seen in Commander: time counters.
By making ample use of both suspend and vanishing, alongside the new time travel keyword that lets you add or take away time counters, this deck seeks to keep things in play longer than they should, or cheat suspend and get them into play quicker.
The primary commanders here are The Tenth Doctor and Rose Tyler. With both out, you can swing in with Rose to get a card suspended for free and a counter on Rose to make her hit even harder.
Full Decklist:
3 Island
3 Mountain
3 Plains
Adipose Offspring
All of History, All at Once
Amy Pond
Arcane Signet
As Foretold
Astrid Peth
Atraxi Warden
Clockspinning
Command Tower
Coward // Killer
Crack in Time
Deserted Beach
Dinosaurs on a Spaceship
Donna Noble
Ecstatic Beauty
Everybody Lives!
Everything Comes to Dust
Evolving Wilds
Exotic Orchard
Farewell
Fiery Islet
Flesh Duplicate
Four Knocks
Fractured Identity
Frostboil Snarl
Furycalm Snarl
Gallifrey Falls // No More
Glacial Fortress
Grasp of Fate
Idris, Soul of the TARDIS
Inspiring Refrain
Irrigated Farmland
Jenny, Generated Anomaly
Judoon Enforcers
Kate Stewart
Lightning Greaves
Martha Jones
Mind Stone
Myriad Landscape
Mystic Monastery
Nanogene Conversion
Ominous Cemetery
Out of Time
Path of Ancestry
Port Town
Prairie Stream
Psychic Paper
Regenerations Restored
RMS Titanic
Rogue's Passage
Rory Williams
Rose Tyler
Rotating Fireplace
Run for Your Life
Sally Sparrow
Sibylline Soothsayer
Skycloud Expanse
Sol Ring
Sonic Screwdriver
Star Whale
Stormcarved Coast
Sunbaked Canyon
Sundown Pass
Talisman of Conviction
Talisman of Creativity
TARDIS
Temple of Enlightenment
Temple of Epiphany
Temple of the False God
Temple of Triumph
The Day of the Doctor
The Eleventh Doctor
The Eleventh Hour
The Face of Boe
The Girl in the Fireplace
The Moment
The Ninth Doctor
The Pandorica
The Parting of the Ways
The Tenth Doctor
The War Doctor
The Wedding of River Song
Thespian's Stage
Thought Vessel
Thriving Bluff
Time Beetle
Trenzalore Clocktower
War Room
Wedding Ring
Wibbly-wobbly, Timey-wimey
Wilfred Mott
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Name
Description
The Tenth Doctor
Three generic, one blue, one red legendary creature – Time Lord Doctor – 3/5 – Mythic Rare
Allons-y! — Whenever you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend.
Timey-Wimey — Seven generic: Time travel three times. Activate only as a sorcery.
Rose Tyler
One generic, one white legendary creature – Human – 2/2 – Rare
Rose Tyler gets +1/+1 for each time counter on it.
Bad Wolf — Whenever Rose Tyler attacks, put a time counter on it for each suspended card you own and each other permanent you control with a time counter on it.
Doctor's companion
Adipose Offspring
Three generic, one white creature – Alien – 2/2 – Rare
Emerge: five generic, one white (You may cast this spell by sacrifice a creature and paying the emerge cost reduced by that creature's mana value.)
When Adipose Offspring enters the battlefield, create a 2/2 white Alien creature token. If Adipose Offspring's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness.
Astrid Peth
One generic, one white legendary creature – Human – 2/2 – Rare
Whenever Astrid Peth enters the battlefield or attacks, create a Food token.
Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Atraxi Warden
Four generic, two white creature - Alien Eye - Uncommon
Flying
When Atraxi Warden enters the battlefield, exile up to one target tapped creature.
Suspend 5 - one generic, one white (Rather than cast this card from your hand, you may pay one generic and one white and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
Crack in Time
Three generic, one white enchantment - Rare
Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
Everybody Lives!
One generic, one white instant – Rare
All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
Everything Comes to Dust
Seven generic, three white sorcery - Rare
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for one generic or one mana of that creature’s color.)
Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.
Farewell
Four generic, two white sorcery – Rare
Choose one or more —
- Exile all artifacts.
- Exile all creatures.
- Exile all enchantments.
- Exile all graveyards.
Four Knocks
Two generic, one white enchantment – Rare
Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your precombat main phase, draw a card.
Grasp of Fate
One generic, two white enchantment - Rare
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners’ control.)
Out of Time
One generic, two white enchantment - Rare
When Out of Time enters the battlefield, untap all creature, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way.
Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.)
The Girl In The Fireplace
Two generic, one white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
- Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature."
- Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.)
- Whenever a creature you control deals combat damage to a player this turn, time travel.
The Pandorica
Two generic, one white mana legendary artifact - Rare
You may choose not to untap The Pandorica during your untap step.
One generic, one white mana, Tap: Untap another target nonland permanent, then it phases out. It can't phase in for as long as The Pandorica remains tapped. When The Pandorica becomes untapped or leaves the battlefield that permanent phases in. Activate only as a sorcery.
The Wedding of River Song
Two generic, one white mana sorcery - Rare
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend.
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Wedding Ring
Two generic, two white artifact – Mythic Rare
When Wedding Ring enters the battlefield, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Wilfred Mott
Three generic, one white legendary creature – Human Soldier – Rare
Look to the Stars — At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
All of History, All at Once
Two generic, two blue mana sorcery - Rare
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
As Foretold
Two generic, one blue mana enchantment - Rare
At the beginning of your upkeep, put a time counter on As Foretold.
Once each turn, you may pay 0 generic mana rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on As Foretold.
Clockspinning
One blue instant - Common
Buyback three generic (You may pay an additional three generic as you cast this spell. If you do, put this card into your hand as it resolves.)
Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
Flesh Duplicate
Two blue creature – Shapeshifter Rebel – 0/0 – Rare
You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Inspiring Refrain
Four generic, two blue sorcery - Rare
Draw two cards. Exile Inspiring Refrains with three time counters on it.
Suspend 3 - Two generic, one blue.
Martha Jones
Two generic, one blue legendary creature – Human Cleric – 3/2 – Rare
Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Nanogene Conversion
Three generic, one blue mana sorcery - Rare
Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.
Star Whale
Six generic, two blue mana creature - Alien Whale - 8/8 - Uncommon
Flying, vigilance
Other creatures you control have ward two generic mana.
Suspend 6 - One generic, one blue mana (Rather than cast this card from your hand, you may pay one generic, one blue mana and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
The Eleventh Hour
Three generic, one blue enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
- Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
- Create a food token and a 1/1 white Human creature token with "Doctor spells you cast cost one generic less to cast."
- Create a token that's a copy of target creature, except it's a legendary Alien named Prisoner Zero.
Time Beetle
One generic, one blue mana creature - Alien Insect - 1/1 - Uncommon
Skulk (This creature can't be blocked by creatures with greater power.)
Parallel Universe - Whenever Time Beetle deals combat damage to a player, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Wibbly-wobbly, Timey-wimey
One generic, one blue sorcery – Common
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Draw a card.
Amy Pond
Two generic, one red legendary creature – Human – 2/2 – Rare
Partner with Rory Williams (When this creature enters the battlefield, target player may put Rory into their hand from the library, then shuffle.)
Whenever Amy Pond deals combat damagr to a player, choose a suspended card you own and remove that many time counters from it.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Coward//Killer
Coward
One generic, one red mana sorcery - Rare
Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn.
Time travel.
Killer
Two generic, two red mana sorcery - Rare
Killer deals 3 damage to target creature and each other creature that shares a creature type with it.
Donna Noble
Three generic, one red legendary creature – Human – 2/4 – Rare
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
Whenever Donna or a creature it's paired with is dealt damage, Donna deals that much damage to target opponent.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Ecstatic Beauty
Two generic, one red mana sorcery - Rare
Exile the top three cards of your library. You may play those cards until end of turn. Put four time counters on each of those cards that has suspend.
Suspend 4 - One red mana
RMS Titanic
Three generic, one red legendary artifact – Vehicle – 7/1 – Rare
Flying, trample
When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Sibylline Soothsayer
Two generic, one red mana creature - Human Warlock - 3/2 - Uncommon
Temporal Foresight - When Sibylline Soothsayer enters the battlefield, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn't have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order.
The Parting of the Ways
Four generic, two red enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
- Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn't have suspend, it gains suspend.
- Time travel, then time travel.
- For each opponent, destroy up to one target artifact that player controls.
Fractured Identity
Three generic, one white, one blue sorcery - Rare
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
Regenerations Restored
One white, one blue mana enchantment - Rare
Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.
Rory Williams
One white, one blue legendary creature - Human Soldier - 3/3 - Rare
Partner with Amy Pod
First Strike, Lifelink
The Last Centurion - When you cast this spell from anywhere other than exile, exile it with three time counter on it. It gains suspend. Then investigate.
Sally Sparrow
Two generic, one white, one blue legendary creature – Human Detective – 2/3 – Rare
You may cast creature spells as those they had flash.
Whenever one or more creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with "Two generic, Sacrifice this artifact: Draw a card.")
The Eleventh Doctor
One generic, one white, one blue legendary creature – Time Lord Doctor – 3/2 – Rare
I. AM. TALKING! — Whenever The Eleventh Doctor deals combat damage to a player, you may exile a card from your hand with a number of time counters on it equal to its mana value. If it doesn't have suspend, it gains suspend.
Two generic: Target creature with power 3 or less can't be blocked this turn.
Idris, Soul of the TARDIS
One generic, one blue, one red mana legendary creature - Human Incarnation - 3/3 - Rare
Vanishing 3
Imprint - When Idris, Soul of the TARDIS enters the battlefield, exile another artifact you control until Idris leaves the battlefield.
Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value.
Run For Your Life
One blue, one red instant – Rare
One or two target creatures each gain haste until end of turn. They can't be blocked this turn except by creatures with haste.
Escape: two generic, one blue, one red, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
The Ninth Doctor
One generic, one blue, one red legendary creature – Time Lord Doctor – 2/4 – Rare
Haste
Into The TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
Dinosaurs on a Spaceship
Four generic, one red, one white creature – Dinosaur – 7/7 – Rare
Vigilance, trample
Other DInosaurs you control get +1/+1 and have vigilance and trample.
Suspend 4 — Three generic, one red, one white.
Whenever a time counter is removed from Dinosaurs on a Spaceship while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
Gallifrey Falls//No More
Gallifrey Falls
Four generic, two red instant – Rare
Gallifrey Falls deals 4 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
No More
Two generic, one white instant – Rare
Any number of target creatures you control phase out.
Fuse (You may cast one or both halves of this card from your hand.)
Jenny, Generated Anomaly
Two generic, one red, one white legendary creature – Time Lord Soldier – 2/3 – Rare
Double strike
Whenever Jenny deals combat damage to a player, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Judoon Enforcers
Five generic, one red, one white creature - Alien Rhino Soldier - 8/8 - Uncommon
Trample
No more than one creature can attack you each combat.
Suspend 6 - One generic, one red, one white.
The Day Of The Doctor
Three generic, one red, one white enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III: Exile cards from your library until you exile a legendary card. You may play that card for as long as The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order.
IV: Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you.
The Face of Boe
One generic, one blue, one red, one white legendary creature – Alien Advisor – 0/4 – Rare
Tap: You may cast a spell with suspend from your hand. If you do, pay its suspend cost rather than its mana cost. Activate only as a sorcery.
Kate Stewart
One generic, one blue, one red, one white legendary creature - Human Scientist - 3/3 - Rare
Whenever you put one or more time counters on a permanent you control, create a 1/1 white Soldier creature token.
Whenever Kate Stewart attacks, you may pay eight generic. If you do, attacking creatures get +X/+X until end of turn, where X is the number of time counters among permanents you control.
The War Doctor
Two generic, one red, one white legendary creature - Time Lord Doctor - 3/5 - Rare
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor.
Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
Arcane Signet
Two generic artifact - Common
Tap: Add one mana of any color in your commander's color identity.
Lightning Greaves
Two generic artifact - Equipment - Uncommon
Equipped creature has haste and shroud. (It can’t be the target of spells or abilities.)
Equip zero mana
Mind Stone
Two generic artifact - Uncommon
Tap: Add one colorless.
One generic, Tap, Sacrifice Mind Stone: Draw a card.
Psychic Paper
Two generic artifact – Equipment – Uncommon
As Psychic Paper becomes attached to a creature, choose a creature card name and a creature type.
Equipped creature has ward: one generic, it can't be blocked, and its name and creature type are the last chosen name and creature type.
Rotating Fireplace
Three generic mana artifact - Rare
Rotating Fireplace enters the battlefield tapped with a time counter on it.
Tap: Add an amount of colorless mana equal to the number of time counters on Rotating Fireplace.
Four generic mana, Tap: Time travel. Activate only as a sorcery. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Sol Ring
One generic artifact - Uncommon
Tap: Add two colorless.
Sonic Screwdriver
Three generic artifact - Uncommon
Tap: Add one mana of any color.
One generic, tap: Untap another target artifact.
Two generic, tap: Scry 1.
Three generic, tap: Target creature can't be blocked this turn.
Talisman of Conviction
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one red or one white. Talisman of Conviction deals one damage to you.
Talisman of Creativity
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one blue or one red. Talisman of Creativity deals one damage to you.
TARDIS
Two generic artifact – Vehicle – 2/4 – Uncommon
Flying
Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
The Moment
Two generic legendary artifact – Rare
At the beginning of your upkeep, put a time counter on The Moment.
Two generic, Tap: Untap target creature you control. It phases out until The Moment leaves the battlefield.
Three generic, Tap: Destroy each nonland permanent with mana value less than or equal to the number of time counters on The Moment. Then sacrifice The Moment. Activate only as a sorcery.
Thought Vessel
Two generic artifact - Uncommon
You have no maximum hand size.
Tap: Add one generic.
Command Tower
Land - Common
Tap: Add one mana of any color in your commander’s color identity.
Deserted Beach
Land – Rare
Deserted Beach enters the battlefield tapped unless you control two or more other lands.
Tap: Add one white or one blue.
Evolving Wilds
Land – Common
Tap, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Exotic Orchard
Land – Rare
Tap: Add one mana of any color that a land an opponent controls could produce.
Fiery Islet
Land – Rare
Tap, pay one life: Add one blue or one red.
One generic, Tap, Sacrifice Fiery Islet: Draw a card.
Frostboil Snarl
Land – Rare
As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped.
Tap: Add one blue or one red.
Furycalm Snarl
Land – Rare
As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped.
Tap: Add one red or one white.
Glacial Fortress
Land – Rare
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
Tap: Add one white or one blue.
Irrigated Farmland
Land – Plains Island – Rare
(Tap: Add one white or one blue.)
Irrigated Farmland enters the battlefield tapped.
Cycling: two generic (Two generic, Discard this card: Draw a card.)
Myriad Landscape
Land – Uncommon
Myriad Landscape enters the battlefield tapped.
Tap: Add one colorless mana.
Two generic, Tap, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Mystic Monastery
Land – Uncommon
Mystic Monastery enters the battlefield tapped.
Tap: Add one blue, one red, or one white mana.
Ominous Cemetery
Land - Uncommon
Tap: Add one generic.
Five generic, tap, exile Ominous Cemetery: Target creature's owner shuffles it into their library.
Path of Ancestry
Land – Common
Path of Ancestry enters the battlefield tapped.
Tap: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Port Town
Land – Rare
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
Tap: Add one white or one blue.
Prairie Stream
Land – Plains Island – Rare
(Tap: Add one white or one blue mana.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Rogue's Passage
Land – Uncommon
Tap: add one colorless mana.
Four generic, Tap: Target creature can't be blocked this turn.
Skycloud Expanse
Land – Rare
One generic, Tap: Add one white and one blue.
Stormcarved Coast
Land – Rare
Stormcarved Coast enters the battlefield tapped unless you control two or more other lands.
Sunbaked Canyon
Land – Rare
Tap, pay one life: Add one red or one white.
One generic, Tap, Sacrifice Sunbaked Canyon: Draw a card.
Sundown Pass
Land – Rare
Sundown Pass enters the battlefield tapped unless you control two or more other lands.
Tap: Add one red or one white.
Temple of Enlightenment
Land – Rare
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
Tap: Add one white or one blue.
Temple of Epiphany
Land – Rare
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
Tap: Add one white or one blue.
Temple of Triumph
Land – Rare
Temple of Triumph enters the battlefield tapped.
When Temple of Triumph enters the battlefield, scry 1.
Tap: Add one red or one white mana.
Temple of the False God
Land - Uncommon
Tap: Add two generic. Activate only if you control five or more lands.
Thespian's Stage
Land – Rare
Tap: Add one colorless mana.
Two generic, Tap: Thespian's Stage becomes a copy of target land, except it has this ability.
Thriving Bluff
Land – Common
Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
Tap: Add one red or one mana of the chosen color.
Trenzalore Clocktower
Legendary land
Tap: Add one blue mana. Put a time counter on Trenzalore Clocktower.
One generic, one blue mana, Tap, Remove twelve time counters from Trenzalore Clocktower and exile it: Shuffle your graveyard and hand into your library, then draw seven cards. Activate only if you control a Time Lord.
War Room
Land – Rare
Tap: Add one colorless mana.
Three generic, Tap, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Planechase Cards
Amy's Home
Plane – Earth – Common
When you planeswalk to Amy's Home and at the beginning of your upkeep, you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. If it doesn't have suspend, it gains suspend.
Whenever chaos ensues, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Bad Wolf Bay
Plane – Earth – Common
At the beginning of combat on your turn, exile up to one target creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
When chaos ensues, cards can't enter the battlefield from exile this turn. Then planeswalk.
Human-Time Lord Meta-Crisis
Phenomenon - Common
When you encounter Human-Time Lord Meta-Crisis, each player chooses one or two creatures they control. Each player creates a token that's a copy of the first creature they chose, except it isn't legendary. Then each player who chose a second creature puts a number of +1/+1 counters on the token they created equal to the power of the second creature they chose. (Then planeswalk away from this Phenomenon.)
Lake Silencio
Plane - Earth - Common
Still Point in Time - All spells have split second. (As long as a spell with split second is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Whenever chaos ensues, Lake Silencio deals 6 damage to target creature an opponent controls. If a creature dealt damage this way would die this turn, exile it instead.
New New York
Plane - New Earth - Common
At the beginning of combat on your turn, until end of turn, noncreature artifacts you control become 3/3 Vehicles in addition to their other types and gain flying, haste, and crew one generic mana.
Whenever chaos ensues, create a Treasure token and a 2/2 white Alien creature token.
Ood Sphere
Plane – Horesehead Nebula
Song of the Ood — Noncreature spells have convoke. (A player's creatures can help cast those spells. Each creature they tap while casting a noncreature spell pays for one generic or one mana of that creature's color.)
Pompeii
Plane - Earth - Common
When you planeswalk to Pompeii and at the beginning of your upkeep, put an eruption counter on it.
Whenever you roll a blank on the planar die, scry 2. Then put an eruption counter on Pompeii.
Red-eye — When chaos ensues, Pompeii deals damage to each creature and each player equal to the number of eruption counters on Pompeii. Each player sacrifices a land. Then planeswalk.
Prime Minister's Cabinet Room
Plane - Earth - Common
At the beginning of combat on your turn, up to one target creature you control becomes a copy of one target creature an opponent controls.
Will of the council - Whenever chaos ensues, starting with you, each player votes for a creature you don't control. Exile each creature with the most votes or tied for the most votes.
The Lux Foundation Library
Plane – The Library – Common
Players have no maximum hand size.
Whenever a creature you control deals combat damage to a player, you may draw a card.
Whenever chaos ensues, put a shadow counter on target creature. (A creature with shadow can block or be blocked by only creatures with shadow.)
Two Streams Facility
Plane - Apalapucia - Common
When you planeswalk to Two Streams Facility and at the beginning of the first upkeep of the game, each player chooses green anchor or red waterfall.
Each player who last chose green anchor may play an additional land during each of their turns.
Creatures controlled by players who last chose red waterfall get +2/+0 and have haste.
Whenever chaos ensues, each player who last chose green anchor chooses red waterfall, and vice versa.
Paradox Power
The Thirteenth Doctor by Pauline VossBringing together the Twelfth and Thirteenth Doctors, Paradox Power is a green, blue, and red deck that likes you to play cards from just about anywhere other than you hand. Suspending, foretelling, exiling off the top of your library, anything is fair game as long as it doesn't come from your hand.
Leading the deck is The Thirteenth Doctor and Yasmin Khan. This is one of the most straight-forward Doctor and companion pairings in the decks: Yaz exiles cards, The Thirteenth Doctor puts counters on stuff for playing that exiled card, and then untaps all your creatures with counters on to help them swing in.
A notable addition to this deck is The Twelfth Doctor's companion, Clara Oswald. Despite not being a draft format, this is the set's take on The Prismatic Piper or Faceless One, in that she is a colourless commander that can partner up with any Doctor to make the colour identity you want. As a neat design, every Doctor has a triggered ability, meaning Clara synergises well with all of them.
Full Decklist:
3 Mountain
4 Forest
4 Island
Arcane Signet
Beast Within
Become the Pilot
Bigger on the Inside
Bill Potts
Carpet of Flowers
Chaos Warp
Cinder Glade
Clara Oswald
Command Tower
Confession Dial
Cultivate
Cursed Mirror
Dan Lewis
Danny Pink
Decaying Time Loop
Desolate Lighthouse
Dreamroot Cascade
Exotic Orchard
Farseek
Fiery Islet
Flaming Tyrannosaurus
Flatline
Frontier Bivouac
Frost Fair Lure Fish
Frostboil Snarl
Fugitive of the Judoon
Gallifrey Council Chamber
Game Trail
Graham O'Brien
Growth Spiral
Heaven Sent
Impending Flux
Into the Time Vortex
Iraxxa, Empress of Mars
Jenny Flint
Karvanista, Loyal Lupari
Last Night Together
Lunar Hatchling
Madame Vastra
Me, the Immortal
Memory Worm
Myriad Landscape
Nardole, Resourceful Cyborg
Ominous Cemetery
Osgood, Operation Double
Path of Ancestry
Ponder
Preordain
Psychic Paper
Quantum Misalignment
Reliquary Tower
Return the Past
River Song
River Song's Diary
Rockfall Vale
Rogue's Passage
Rootbound Crag
Ryan Sinclair
Search for Tomorrow
Sheltered Thicket
Sisterhood of Karn
Sol Ring
Sonic Screwdriver
Start the TARDIS
Stormcarved Coast
Strax, Sontaran Nurse
Surge of Brilliance
Talisman of Curiosity
Talisman of Impulse
TARDIS
Temple of Abandon
Temple of Epiphany
Temple of Mystery
Temple of the False God
The Flux
The Foretold Soldier
The Fugitive Doctor
The Thirteenth Doctor
The Twelfth Doctor
Thijarian Witness
Think Twice
Throes of Chaos
Truth or Consequences
Twice Upon a Time
Vineglimmer Snarl
Waterlogged Grove
Wreck and Rebuild
Yasmin Khan
3 Mountain
4 Forest
4 Island
Arcane Signet
Beast Within
Become the Pilot
Bigger on the Inside
Bill Potts
Carpet of Flowers
Chaos Warp
Cinder Glade
Clara Oswald
Command Tower
Confession Dial
Cultivate
Cursed Mirror
Dan Lewis
Danny Pink
Decaying Time Loop
Desolate Lighthouse
Dreamroot Cascade
Exotic Orchard
Farseek
Fiery Islet
Flaming Tyrannosaurus
Flatline
Frontier Bivouac
Frost Fair Lure Fish
Frostboil Snarl
Fugitive of the Judoon
Gallifrey Council Chamber
Game Trail
Graham O'Brien
Growth Spiral
Heaven Sent
Impending Flux
Into the Time Vortex
Iraxxa, Empress of Mars
Jenny Flint
Karvanista, Loyal Lupari
Last Night Together
Lunar Hatchling
Madame Vastra
Me, the Immortal
Memory Worm
Myriad Landscape
Nardole, Resourceful Cyborg
Ominous Cemetery
Osgood, Operation Double
Path of Ancestry
Ponder
Preordain
Psychic Paper
Quantum Misalignment
Reliquary Tower
Return the Past
River Song
River Song's Diary
Rockfall Vale
Rogue's Passage
Rootbound Crag
Ryan Sinclair
Search for Tomorrow
Sheltered Thicket
Sisterhood of Karn
Sol Ring
Sonic Screwdriver
Start the TARDIS
Stormcarved Coast
Strax, Sontaran Nurse
Surge of Brilliance
Talisman of Curiosity
Talisman of Impulse
TARDIS
Temple of Abandon
Temple of Epiphany
Temple of Mystery
Temple of the False God
The Flux
The Foretold Soldier
The Fugitive Doctor
The Thirteenth Doctor
The Twelfth Doctor
Thijarian Witness
Think Twice
Throes of Chaos
Truth or Consequences
Twice Upon a Time
Vineglimmer Snarl
Waterlogged Grove
Wreck and Rebuild
Yasmin Khan
read moreImage
Name
Description
The Thirteenth Doctor
One generic, one green, one blue legendary creature – Time Lord Doctor – 2/2 – Mythic Rare
Paradox — Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target creature.
Team TARDIS — At the beginning of your end step, untap each creature you control with a counter on it.
Yasmin Khan
Three generic, one red legendary creature – Human Detective – 3/3 – Rare
Tap: Exile the top card of your library. Until your next end step, you may play it.
Doctor's companion
Become the Pilot
Three generic, two blue enchantment - Aura - Rare
Enchant noncommander creature
You control enchanted creature.
Enchanted creature gets +2/+2 and can't be blocked unless it's attacking its owner or a permanent its owner controls.
Danny Pink
Three generic, one blue mana legendary creature - Human Soldier Advisor - 4/3 - Rare
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Flatline
Two generic, one blue mana instant - Rare
Creatures your opponents control have base power and toughness 0/1 until end of turn.
Nardole, Resourceful Cyborg
One generic, one blue legendary artifact creature - Scientist - 1/2 - Rare
Tap: Add one blue for each counter on Nardole. Spend this mana only to cast noncreature spells.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Doctor's companion
Osgood, Operation Double
Two generic, two blue legendary creature – Human Alien Shapeshifter – 2/2 – Rare
When you cast this spell, create a token that's a copy of it, except it isn't legendary.
Tap: Add one colorless mana. Spend this mana only to cast an artifact spell or activate an ability of an artifact.
Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It's an artifact with "two generic, Sacrifice this artfiact: Draw a card.")
Ponder
One blue sorcery – Common
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Preordain
One blue sorcery – Common
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Quantum Misalignment
Four generic, one blue sorcery – Rare
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Start the TARDIS
One generic, one blue sorcery – Uncommon
Surveil 2, then draw a card. You may planeswalk. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Surge of Brilliance
One generic, one blue instant – Uncommon
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your hand.
Foretell: One generic, one blue (During your turn, you may pay two generic and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Think Twice
One generic, one blue instant - Common
Draw a card.
Flashback two generic, one blue.
Twice Upon a Time//Unlikely Meeting
Twice Upon a Time
Four generic, two blue mana sorcery - Rare
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
Unlikely Meeting
Two generic, one blue mana sorcery - Adventure
Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
Bill Potts
Three generic, one red mana legendary creature - Human
Whenever you cast an instant or sorcery spell that targets only Bill Potts or activate an ability that targets only Bill Potts, copy that spell or ability. You may choose new targets for the copy. This ability triggers only once each turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Chaos Warp
Two generic, one red instant – Rare
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Cursed Mirror
Two generic, one red artifact - Red
Tap: Add one red.
As Cursed Mirror enters the battlefield, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Dan Lewis
One generic, one red legendary creature – Human – 2/2 – Rare
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip: one generic.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Decaying Time Loop
Three generic, one red instant – Uncommon
Discard all cards in your hand, then draw that many cards.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Flaming Tyrannosaurus
Five generic, two red creature - Dinosaur - 5/5 - Rare
Menace
Paradox - Whenver you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus.
When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent.
Impending Flux
Two generic, one red mana sorcery - Rare
Paradox - Impending Flux deals X damage to each opponent and each creature they control, where X is 1 plus the number of spells you've cast from anywhere other than your hand this turn.
Foretell one generic, two red mana (During your turn, you may pay two generic mana and exile this card from your hand face down. Cast it at a later time for its foretell cost.)
Into the Time Vortex
Four generic, one red sorcery - Rare
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Rebound (If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Iraxxa, Empress of Mars
Two generic, two red mana legendary creature - Alien Warrior - 5/4 - Uncommon
Trample
Battle cry (whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
Paradox - Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.
Memory Worm
One generic, one red mana creature - Alien Worm - 1/1 - Uncommon
Paradox - Whenever you cast a spell from anywhere other than your hand, Memory Worm deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on Memory Worm.
Return the Past
Four generic, two red enchantment - Rare
As long as it's your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost.
Ryan Sinclair
Two generic, one red mana legendary creature - Human - 2/2 - Rare
Whenever Ryan attacks, exile cards from the top of your library until you exile a nonland card. You may cast the exiled card without paying its mana cost if it's a spell with mana value less than or equal to Ryan's power. Put the exiled cards not cast this way on the bottom of your library in a random order.
Doctor's companion (You can have two commanders if the other is the Doctor.)
The Flux
Two generic, two red enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I: The Flux deals 4 damage to target creature an opponent controls.
II, III, IV, V: Exile the top card of your library. You may play that card this turn.
VI: Add six red mana.
Throes of Chaos
Three generic, one red sorcery - Uncommon
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Beast Within
Two generic, one green instant - Uncommon
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Carpet of Flowers
One green enchantment - Rare
At the beginning of each of your main phases, if you haven’t added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Cultivate
Two generic, one green sorcery - Common
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Farseek
One generic, one green sorcery - Common
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Fugitive of the Judoon
Four generic, one green enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
- Create a 1/1 white Human creature token with ward: two generic and a 4/4 white Alien Rhino creature token.
- Investigate.
- You may exile a Human you control and an arifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
Graham O'Brien
One generic, one green legendary creature - Human Pilot - 2/2 - Rare
Paradox - Whenever you cast a spell from anywhere other than your hand, create a Food token.
Doctor's companion
Karvanista, Loyal Lupari//Lupari Shield
Karvanista, Loyal Lupari
Four generic, one green legendary creature – Alien Dog Soldier – 5/5 – Rare
Vigilance, trample, haste
Whenever Karvanista attacks, put a +1/+1 counter on each Human you control.
Lupari Shield
One generic, one green sorcery – Adventure
Humans you control gain indestructible until your next turn. (Then exile this card. You may cast the creature later from exile.)
Search for Tomorrow
Two generic, one green sorcery - Common
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— One green (Rather than cast this card from your hand, you may pay one green and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)
Sisterhood of Karn
One generic, one green creature - Cleric - 0/0 - Rare
Sisterhood of Karn enters the battlefield with a +1/+1 counter on it.
Paradox - Whenever you cast a spell from anywhere other than your hand, double the number of +1/+1 counters on Sisterhood of Karn.
The Foretold Soldier
Two generic, two green creature – Alien Zombie Soldier – 6/6 – Rare
The Foretold Soldier must be blocked if able.
The Foretold Soldier can't be blocked by more than one creature.
Whenever The Foretold Soldier deals damage, exile it face down. It becomes foretold.
Foretell: one generic, one green. (During your turn, you may pay two generic and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Thijarian Witness
One generic, one green creature - Alien Cleric - 0/4 - Uncommon
Flash
Bear Witness - Whenever another creature dies, if it was attacking or blocking alone, exile it and investigate.
Bigger on the Inside
Three generic, one red, one green enchantment – Aura – Uncommon
Enchant artifact or land
Enchanted permanent has "Tap: Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
The Fugitive Doctor
Three generic, one red, one green mana legendary creature - Time Lord Doctor - 4/4 - Rare
When The Fugitive Doctor enters the battlefield, investigate.
Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback two generic, one red, one green mana until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Last Night Together
Three generic, one red, one green sorcery - Rare
Chose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat step.
Strax, Sontaran Nurse
Three generic, one red, one green legendary creature - Alien Cleric - 5/5 - Rare
Vigilance, trample
Grenades! - Two generic, tap, sacrifice an artifact: Choose a player at random. When you do, Strax fights another target creature that player controls.
Glory of Battle - Whenever Strax deals damage to a creature, put a +1/+1 counter on Strax.
Wreck and Rebuild
One generic, one red, one green mana sorcery - Uncommon
Choose one -
- Destroy target artifact or enchantment.
- Mill five cards, then you may put a land card from your graveyard onto the battlefield tapped.
Flashback three generic, one red, one green mana
Frost Fair Lure Fish
Five generic, one blue, one red creature – Fish – 7/7 – Rare
When Frost Fair Lure Fish enters the battlefield, create two 1/1 blue Fish creature tokens and two tapped Treasure tokens.
Fish you control have haste and can't be blocked by Humans.
Foretell: three generic, one blue, one red.
Heaven Sent
One blue, one red enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II: Investigate.
III: Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn.
Jenny Flint
One generic, one blue, one red legendary creature - Human Detective - 2/2 - Rare
Partner with Madame Vastra
First Strike
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you sacrifice a Clue or Food, put a +1/+1 counter on another target creature you control.
River Song
One generic, one blue, one red legendary creature – Human Time Lord Rogue – 2/2 – Rare
Meet in Reverse — You draw cards from the bottom of your library rather than the top.
Spoilers — Whenever an opponent scries, surveils, or searches their library, put a +1/+1 counter on River Song. Then River Song deals damage to that player equal to its power.
The Twelfth Doctor
Three generic, one blue, one red legendary creature – Time Lord Doctor – 4/4 – Rare
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.)
Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
Truth or Consequences
Two generic, one blue, one red sorcery – Uncommon
Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals three damage to that player for each consequences vote.
Growth Spiral
One green, one blue instant - Common
Draw a card. You may put a land card from your hand onto the battlefield.
Lunar Hatchling
Four generic, one green, one blue creature - Alien Beast - 6/6 - Rare
Flying, trample
Basic landcycling two generic. (Two generic, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Madame Vastra
Two generic, one green, one blue legendary creature - Lizard Detective - 3/3 - Rare
Partner with Jenny Flint (When this creature enters the battlefield, target player may put Jenny Flint into their hand from their library, then shuffle.)
Madame Vastra must be blocked if able.
Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token.
Me, The Immortal
Two generic, one green, one blue, one red legendary creature - Human Rogue - 3/3 -Rare
At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me, the Immortal.
Counters remain on Me as it moves to any zone other than a player's hand or library.
You may cast Me from your graveyard by discarding two cards in addition to paying its other costs.
Arcane Signet
Two generic artifact - Common
Tap: Add one mana of any color in your commander's color identity.
Clara Oswald
Six generic legendary creature – Human Advisor – 2/6 – Rare
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.)
Confession Dial
Three generic mana artifact - Rare
When Confession Dial enters the battlefield, surveil 3.
Tap: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
Psychic Paper
Two generic artifact – Equipment – Uncommon
As Psychic Paper becomes attached to a creature, choose a creature card name and a creature type.
Equipped creature has ward: one generic, it can't be blocked, and its name and creature type are the last chosen name and creature type.
River Song's Diary
Three generic artifact – Rare
Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves.
At the beginning of your upkeep, if there are four or more cards exiled with River Song's Diary, choose one of them at random. You may cast it without paying its mana cost.
Sol Ring
One generic artifact - Uncommon
Tap: Add two colorless.
Sonic Screwdriver
Three generic artifact - Uncommon
Tap: Add one mana of any color.
One generic, tap: Untap another target artifact.
Two generic, tap: Scry 1.
Three generic, tap: Target creature can't be blocked this turn.
TARDIS
Two generic artifact – Vehicle – 2/4 – Uncommon
Flying
Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Talisman of Curiosity
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one green or one blue. Talisman of Curiosity deals 1 damage to you.
Talisman of Impulse
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one red or one green. Talisman of Impulse deals 1 damage to you.
Cinder Glade
Land - Mountain Forest - Rare
(Tap: Add one red or one green.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
Command Tower
Land - Common
Tap: Add one mana of any color in your commander’s color identity.
Desolate Lighthouse
Land - Rare
Tap: Add one generic.
One generic, one blue, one red, tap: Draw a card, then discard a card.
Dreamroot Cascade
Land - Rare
Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands.
Tap: Add one green or one blue.
Exotic Orchard
Land – Rare
Tap: Add one mana of any color that a land an opponent controls could produce.
Fiery Islet
Land – Rare
Tap, pay one life: Add one blue or one red.
One generic, Tap, Sacrifice Fiery Islet: Draw a card.
Frontier Bivouac
Land - Uncommon
Frontier Bivouac enters the battlefield tapped.
Tap: Add one green, one blue, or one red.
Frostboil Snarl
Land – Rare
As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped.
Tap: Add one blue or one red.
Gallifrey Council Chamber
Legendary Land - Rare
When Gallifrey Council Chamber enters the battlefield, surveil 1.
Tap: Add one generic.
Tap: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Game Trail
Land - Rare
As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don’t, Game Trail enters the battlefield tapped.
Tap: Add one red or one green.
Myriad Landscape
Land – Uncommon
Myriad Landscape enters the battlefield tapped.
Tap: Add one colorless mana.
Two generic, Tap, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Ominous Cemetery
Land - Uncommon
Tap: Add one generic.
Five generic, tap, exile Ominous Cemetery: Target creature's owner shuffles it into their library.
Path of Ancestry
Land – Common
Path of Ancestry enters the battlefield tapped.
Tap: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Reliquary Tower
Land - Uncommon
You have no maximum hand size.
Tap: Add one colorless mana.
Rockfall Vale
Land - Rare
Rockfall vale enters the battlefield tapped unless you control two or more other lands.
Tap: Add one red mana or one green mana.
Rogue's Passage
Land – Uncommon
Tap: add one colorless mana.
Four generic, Tap: Target creature can't be blocked this turn.
Rootbound Crag
Land - Rare
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
Tap: Add one red mana or one green mana.
Sheltered Thicket
Land - Mountain Forest - Rare
(Tap: Add one red mana or one green mana.)
Sheltered Thicket enters the battlefield tapped.
Cycling two generic mana (Two generic mana, Discard this card: Draw a card.)
Stormcarved Coast
Land – Rare
Stormcarved Coast enters the battlefield tapped unless you control two or more other lands.
Temple of Abandon
Land - Rare
Temple of Abandon enters the battlefield tapped.
When Temple of Abandon enters the battlefield, scry 1.
Tap: Add one red mana or one green mana.
Temple of Epiphany
Land – Rare
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
Tap: Add one white or one blue.
Temple of Mystery
Land - Rare
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
Tap: Add one green mana or one blue mana.
Temple of the False God
Land - Uncommon
Tap: Add two generic. Activate only if you control five or more lands.
Vineglimmer Snarl
Land - Rare
As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters the battlefield tapped.
Tap: Add one green mana or one blue mana.
Waterlogged Grove
Land – Rare
Tap, pay one life: Add one green or one blue.
One generic, Tap, Sacrifice Waterlogged Grove: Draw a card.
Planechase Cards
Besieged Viking Village
Plane – Earth – Common
All creatures have "Boast — one generic: Put a +1/+1 counter on this creature." (Activate only if that creature attacked this turn and only once each turn.)
Whenever chaos ensues, put an indestructible counter on target creature you control that attacked this turn.
Fixed Point In Time
Phenomenon – Common
When you encounter Fixed Point in Time, until your next turn, if a player would planeswalk as a result of rolling the planar die, chaos ensues instead. (Then planeswalk away from this phenomenon.)
Kerblam! Warehouse
Plane - Kandoka - Common
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Whenever chaos ensues, until your next turn, noncreature artifacts you control gain "Tap, sacrifice this artifact: Flip a coin. If you win the flip, this artifact deals 3 damage to any target."
North Pole Research Base
Plane – Earth – Common
At the beginning of your upkeep, target opponent draws a card and creates a Treasure token.
Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Stormcage Containment Facility
Plane - Unknown Planet - Common
Each creature card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard.
Whenever chaos ensues, detain target creature an opponent controls.
Singing Towers of Darillium
Plane - Darillium - Common
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by two generic.
Whenever chaos ensues, you may cast a foretold card you own from exile without paying its mana cost this turn.
Temple of Atropos
Planet – Time – Common
At the beginning of your postcombat main phase, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
When chaos ensues, reverse the game's turn order. Then planeswalk. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
The Dining Car
Plane - Spacecraft - Common
When you planeswalk to The Dining Car, each player creates a Food token.
Sixty-Six Seconds - At the beginning of your upkeep, sacrifice a creature with the least toughness among creatures you control. then investigate.
Whenever chaos ensues, activated abilities of artifact tokens you control cost two generic less to activate this turn.
The Doctor's Childhood Barn
Plane - Gallifrey - Common
Creatures enter the battlefield tapped.
Whenever chaos ensues, for each opponent, choose up to one target nonland permanent that opponent controls. Untap those permanents. They phase out. They can't phase in for as long as The Doctor's Childhood Barn remains face up. When a player planeswalks, those permanents phase in.
Masters Of Evil
Davros, Dalek Creator by Simon DominicFinally, we've got Masters of Evil, a deck full of the biggest threats in all of time and space. Daleks, Cybermen, Weeping Angels, the Master, and even the Valeyard all put in an appearance here for a deck that cares about making token creatures and a new type of voting, called villainous choices.
Unlike the other decks, this one doesn't include partnerable commanders. Instead, your choices are Davros, Dalek Creator for a Dalek-themed strategy, Missy for a Cybermen-focused one, or The Valeyard, if you'd rather learn more heavily into those villainous choices.
Full Decklist:
2 Island
2 Mountain
2 Swamp
Arcane Signet
Ashad, the Lone Cyberman
Auton Soldier
Blasphemous Act
Blink
Canyon Slough
Choked Estuary
Clockwork Droid
Command Tower
Commander's Sphere
Creeping Tar Pit
Crumbling Necropolis
Cult of Skaro
Cyber Conversion
Cyberman Patrol
Cybermat
Cybermen Squadron
Cybership
Dalek Drone
Dalek Squadron
Darkwater Catacombs
Davros, Dalek Creator
Day of the Moon
Death in Heaven
Delete
Don't Blink
Doomsday Confluence
Dragonskull Summit
Drowned Catacomb
Ensnared by the Mara
Exotic Orchard
Exterminate!
Feed the Swarm
Fetid Pools
Fiery Islet
Foreboding Ruins
Frostboil Snarl
Gallifrey Council Chamber
Genesis of the Daleks
Great Intelligence's Plan
Haunted Ridge
Hunted by The Family
Laser Screwdriver
Lavaclaw Reaches
Lightning Greaves
Midnight Crusader Shuttle
Mind Stone
Missy
Ominous Cemetery
Path of Ancestry
Propaganda
Rassilon, the War President
Reliquary Tower
Renegade Silent
River of Tears
Shadowblood Ridge
Shipwreck Marsh
Smoldering Marsh
Snuff Out
Sol Ring
Solemn Simulacrum
Sontaran General
Stormcarved Coast
Sunken Hollow
Sycorax Commander
Talisman of Dominance
Talisman of Indulgence
Temple of Deceit
Temple of Epiphany
Temple of Malice
Temple of the False God
Terramorphic Expanse
The Beast, Deathless Prince
The Cyber-Controller
The Dalek Emperor
The Flood of Mars
The Master, Formed Anew
The Master, Gallifrey's End
The Master, Mesmerist
The Master, Multiplied
The Rani
The Sound of Drums
The Toymaker's Trap
The Valeyard
This Is How It Ends
Thought Vessel
Thriving Moor
Time Reaper
Vashta Nerada
Vislor Turlough
Wayfarer's Bauble
Weeping Angel
Wound Reflection
Zygon Infiltrator
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Name
Description
Davros, Dalek Creator
One generic, one blue, one black, one red legendary artifact creature – Alien Scientist – 3/4 – Mythic Rare
Menace
At the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost three or more life this turn. Then each opponent who lost three or more life this turn makes a villainous choice — You draw a card, or that player discards a card.
Missy
Three generic, one blue, one black, one red legendary creature – Time Lord Rogue – Rare – 4/5
Whenever another nonartifact creature dies, return it to the battlefield under your control face down and tapped. It's a 2/2 Cyberman artifact creature.
At the beginning of your end step, each opponent faces a villainous choice — Each artifact creature you control deals one damage to that opponent, or you draw a card and chaos ensues.
Auton Soldier
Four generic, two blue mana artifact creature - Alien Soldier - 0/0 - Rare
You may have Auton Soldier enter the battlefield as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Cyber Conversion
Two blue instant - Rare
Turn target creature face down. It's a 2/2 Cyberman artifact creature.
Don't Blink
One generic, one blue instant – Uncommon
Until end of turn, if one or more creatures would enter the battlefield from exile or after being cast from exile, their owners shuffle them into their libraries instead.
Cycling: two generic (Two generic, Discard this card: Draw a card.)
Hunted by the Family
Five generic, two blue sorcery – Rare
Choose up to four target creatures you don't control. For each of them, that creature's controller faces a villainous choice – That creature becomes a 1/1 white Human creature and loses all abilities, or you create a token that's a copy of it.
Propaganda
Two generic, one blue enchantment – Uncommon
Creatures can't attack you unless their controller pays two generic for each creature they control that's attacking you.
Renegade Silent
Three generic, one blue creature - Alien Horror - 3/3 - Uncommon
At the beginning of your end step, goad up to one target creature you don't control and put a +1/+1 counter on Renegade Silent. Renegade Silent phases out.
The Flood of Mars
Two generic, two blue mana creature - Alien Zombie Horror - 3/3 - Rare
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Water Always Wins - Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types.
Zygon Infiltrator
Two generic, one blue creature – Alien Shapeshifter Soldier – 3/2 – Uncommon
Body-print — Two generic, one blue: Tap another target
Dalek Drone
Three generic, two black artifact creature – Dalek – 3/3 – Rare
Flying, Menace
Exterminate! — When Dalek Drone enters the battlefield, destroy target creature an opponent controls. That player loses 3 life.
Dalek Squadron
Two generic, one black artifact creature – Dalek – 3/3 – Uncommon
Menace
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or planeswalker they control. Exile the tokens at end of combat.)
Death in Heaven
Three generic, one black enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II: Target player mills two cards, then exiles their graveyard.
III: Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Doomsday Confluence
XX generic, one black sorcery - Rare
Chose X. You may choose the same mode more than once.
- Each player sacrifices a nonartifact creature.
- Create a 3/3 black Dalek artifact creature token with menace.
- Each opponent discards a card.
Exterminate!
Two generic, one black sorcery – Uncommon
Replicate — Tap an untapped Dalek you control. (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Destroy target creature. Its controller loses 3 life.
Feed the Swarm
One generic, one black sorcery - Common
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent’s mana value.
Genesis of the Daleks
Four generic, two black enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III: Create a 3/3 black Dalek artifact creature token with menace for each lore counter on Genesis of the Daleks.
IV: Target opponent makes a villainous choice – Destroy all Dalek creatures and each of your opponents loses life equal to the total power of Daleks that died this turn, or destroy all non-Dalek creatures.
Snuff Out
Three generic, one black mana instant - Uncommon
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost.
Destroy target nonblack creature. It can't be regenerated.
The Toymaker's Trap
Two generic, one black mana enchantment - Rare
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guess wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker's Trap.
This Is How It Ends
Three generic, one black mana instant - Rare
Target creature's owner shuffles it into their library, then faces a villainous choice - They lose 5 life, or they shuffle another creature they own into their library.
Time Reaper
Three generic, two black mana creature - Alien Horror - 4/4 - Rare
Flying, haste
Consume Anomaly - Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life.
Vashta Nerada
Two generic, one black creature – Alien Horror – Rare – 1/1
Indestructible
Shadow (This creature can block or be blocked by only creatures with shadow.)
Morbid — At the beginning of each end step, if a creature died this turn, put a +1/+1 counter on Vashta Nerada.
Vislor Turlough
Three generic, one black legendary creature – Rogue – 2/5 – Rare
Deal with the Black Guardian — When Vislor Turlough enters the battlefield, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it.
At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand.
Doctor's companion
Wound Reflection
Five generic, one black enchantment – Rare
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Blasphemous Act
Eight generic, one red sorcery – Rare
This spell costs one generic less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Day of the Moon
Two generic, one red enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III: Choose a creature card name, then goad all creatures with a name chosen for Day of the Moon. (Until your next turn, they attack each combat if able, and attack a player other than you if able.)
Delete
X generic, two red sorcery - Rare
Delete deals X damage to each nonartifact creature and each player.
Ensnared by the Mara
Two generic, two red sorcery – Rare
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
Sontaran General
Four generic, one red creature - Alien Soldier - 5/5 - Uncommon
Trample, haste
Batallion - Whenever Sontaran General and at least two other creatures attack, for each opponent, goad up to one target creature that player controls. Those creatures can't block this turn. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
The Sound of Drums
Two generic, one red enchantment – Aura – Rare
Enchant creature
Enchanted creature is goaded
If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead.
Two generic, one red: Return The Sound of Drums from your graveyard to your hand.
Blink
Two generic, one blue, one black enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, III: Choose target creature. Its owner shuffles it into their library, then investigates.
II, IV: Create a 2/2 black Alien Angel artifact creature token with first strike, vigilance, and "Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn."
Sycorax Commander
Two generic, one black, one red creature - Alien Soldier - 4/2 - Rare
First trike, haste
Sanctified Rules of Combat - When Syorax Commander enters the battlefield, each opponent faces a villainous choice - That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand.
The Beast, Deathless Prince
Two generic, one black, one red legendary creature – Demon – 6/6 – Rare
When you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn.
The Beast enters the battlefield tapped with six stun counters on it. (If it would become untapped, remove a stun counter from it instead.)
Whenever a creature deals combat damage to its owner, untap The Beast and draw a card.
The Dalek Emperor
Five generic, one black, one red legendary artifact creature - Dalek - Rare
Affinity for Daleks (This spell costs one generic less to cast for each Dalek you control.)
Other Daleks you control have haste.
At the beginning of combat on your turn, each opponent faces a villainous choice - That player sacrifices a creature they control, or you create a 3/3 black Dalek artifact creature token with menace.
Great Intelligence's Plan
Four generic, one blue, one black sorcery - Uncommon
Draw three cards. Then target opponent faces a villainous choice - They discard three cards, or you may cast a spell from your hand without paying its mana cost.
The Cyber-Controller
X generic, two blue, one black legendary artifact creature - Cyberman - 3/3 - Rare
When The Cyber-Controller enters the battlefield, each opponent mills X cards. Put all create cards milled this way onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Other artifact creatures you control get +1/+1.
The Master, Formed Anew
One blue, one black mana legendary creature - Time Lord Rogue - 0/1 - Rare
Body Thief - When you cast this spell, you may exile a creature you control and put a takeover counter on it.
You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it.
The Master, Mesmerist
Two generic, one blue, one black mana legendary creature - Time Lord Rogue - 3/3 - Rare
Tap: Target creature an opponent controls with power less than or equal to The Master's power gains skulk until end of turn. goad it. (A creature with skulk can't be blocked by creatures with greater power.)
Whenever a creature with skulk deals combat damage to one of your opponents, put a +1/+1 counter on The Master and draw a card.
Rassilon, the War President
Three generic, one blue, one black legendary creature - Time Lord Noble - 3/4 - Rare
At the beginning of your upkeep, you lose two life and exile the top card of your library. You may play that card for as long as it remains exiled.
Each noncreature spell you cast from exile has conspire. (As you cast that spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it an you may choose new targets for the copy.)
Weeping Angel
One generic, one blue, one black artifact creature – Alien Angel – 2/2 – Rare
Flash
First strike, vigilance
Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn.
If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffled it into their library.
The Beast, Deathless Prince
Two generic, one black, one red legendary creature - Demon 6/6 - Rare
Whenever you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn.
The Beast enters the battlefield tapped with six stun counters on it.
Whenever a creature deals combat damage to its owner, untap The Best and draw a card.
The Master, Gallifrey's End
Two generic, one black, one red mana legendary creature - Time Lord Rogue - 4/3 - Rare
Make Them Pay - Whenever a nontoken artifact creature you control dies, you may exile it. If you do, choose an opponent with the most life among your opponents. That player faces a villainous choice - They lose 4 life, or you create a token that's a copy of that card.
The Master, Multiplied
Four generic, one black, one red mana legendary creature - Time Lord Rogue - 4/3 - Rare
Myriad
The "legend rule" doesn't apply to creature tokens you control.
Triggered abilities you control can't cause you to sacrifice or exile creature tokens you control.
Ashad, the Lone Cyberman
One generic, one blue, one black, one red mana legendary artifact creature - Cyberman - 3/3 - Rare
The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.)
Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.
Cult of Skaro
One generic, one blue, one black, one red legendary artifact creature - Dalek - 4/4 -Rare
Whenever Cult of Skaro attacks, choose one at random -
- Thay - Put a +1/+1 counter on each artifact creature you control.
- Caan - Draw two cards.
- Sec - Crate a 3/3 black Dalek artifact creature token with menace.
- Fast - Each opponent loses 4 life.
The Rani
One generic, one blue, one black, one red legendary creature - Time Lord Scientist - 3/4 - Rare
Whenever The Rani enters the battlefield or attacks, create a red Aura enchantment token named Mark of the Rani attached to another target creature. That token has enchant creature and "Enchanted creature gets +2/+2 and is goaded."
Whenever a goaded creature deals combat damage to one of your opponents, investigate.
The Valeyard
Two generic, one blue, one black, one red legendary creature – Time Lord Noble – 4/5 – Rare
If an opponent would face a villainous choice, they face they choice an additional time. (They can make the same or different choices.)
While voting, you may vote an additional time.
Arcane Signet
Two generic artifact - Common
Tap: Add one mana of any color in your commander's color identity.
Clockwork Droid
Two generic, artifact creature - Robot - 3/1 - Uncommon
You may exert Clockwork Droid as it attacks. When you do, it can't be blocked this turn and you scry 1.
Commander's Sphere
Three generic, artifact - Common
Tap: Add one mana of any color in your commander’s color identity.
Sacrifice Commander’s Sphere: Draw a card.
Cyberman Patrol
Two generic mana artifact creature - Cyberman - 2/2 - Uncommon
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
Cybermat
Two generic mana artifact creature - Robot - 2/1 - Uncommon
Skulk (This creature can't be blocked by creatures with higher power.)
Whenever Cybermat attacks and isn;t blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures.
Cybermen Squadron
Seven generic mana artifact creature - Cyberman - 5/5 - Rare
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Cybership
Six generic mana artifact - Vehicle - 8/8 - Rare
Flying
Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Crew four generic mana.
Laser Screwdriver
Three generic artifact - Uncommon
Tap: Add one mana of any color.
One generic, tap: Tap target artifact.
Two generic, tap: Surveil 1.
Three generic, tap: Goad target creature.
Lightning Greaves
Two generic artifact - Equipment - Uncommon
Equipped creature has haste and shroud. (It can’t be the target of spells or abilities.)
Equip zero mana
Midnight Crusader Shuttle
Four generic artifact – Vehicle – 3/4 – Uncommon
Midnight Entity — Whenever Midnight Crusader Shuttle attacks, defending player faces a villainous choice — That player sacrifices a creature, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it's attacking that player.
Mind Stone
Two generic artifact - Uncommon
Tap: Add one colorless.
One generic, Tap, Sacrifice Mind Stone: Draw a card.
Sol Ring
One generic artifact - Uncommon
Tap: Add two colorless.
Solemn Simulacrum
Four generic, artifact creature - Golem - 2/2 - Rare
When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When Solemn Simulacrum dies, you may draw a card.
Talisman of Dominance
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one blue or one black. Talisman of Dominance deals one damage to you.
Talisman of Indulgence
Two generic artifact - Uncommon
Tap: Add one generic.
Tap: Add one black or one red. Talisman of Indulgence deals one damage to you.
Thought Vessel
Two generic artifact - Uncommon
You have no maximum hand size.
Tap: Add one generic.
Wayfarer's Bauble
One generic, artifact - Common
Two generic, tap, sacrifice Wayfarer’s Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Canyon Slough
Land - Swamp Mountain - Rare
(Tap: Add one black or one red.)
Canyon Slough enters the battlefield tapped.
Cycling two generic.
Choked Estuary
Land - Rare
As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't. Choked Estuary enters the battlefield tapped.
Tap: Add one blue mana or one black mana.
Command Tower
Land - Common
Tap: Add one mana of any color in your commander’s color identity.
Creeping Tar Pit
Land - Rare
Creeping Tar Pit enters the battlefield tapped.
Tap: Add one blue mana or one black mana.
One generic, one blue, one black mana: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.
Crumbling Necropolis
Land - Uncommon
Crumbling Necropolis enters the battlefield tapped.
Tap: Add one blue mana, one black mana, or one red mana.
Darkwater Catacombs
Land - Rare
One generic mana, Tap: Add one blue mana and one black mana.
Dragonskull Summit
Land - Rare
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
Tap: Add one black mana or one red mana.
Drowned Catacomb
Land - Rare
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
Tap: Add one blue mana or one black mana.
Exotic Orchard
Land – Rare
Tap: Add one mana of any color that a land an opponent controls could produce.
Fetid Pools
Land - Island Swamp - Rare
(Tap: Add one blue mana or one black mana.)
Fetid Pools enters the battlefield tapped.
Cycling two generic mana (Two generic mana, Discard this card: Draw a card.)
Fiery Islet
Land – Rare
Tap, pay one life: Add one blue or one red.
One generic, Tap, Sacrifice Fiery Islet: Draw a card.
Foreboding Ruins
Land - Rare
As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped.
Tap: Add one black mana or one red mana.
Frostboil Snarl
Land – Rare
As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped.
Tap: Add one blue or one red.
Gallifrey Council Chamber
Legendary Land - Rare
When Gallifrey Council Chamber enters the battlefield, surveil 1.
Tap: Add one generic.
Tap: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Haunted Ridge
Land - Rare
Haunted Ridge enters the battlefield tapped unless you control two or more other lands.
Tap: Add one black mana or one red mana.
Lavaclaw Reaches
Land - Rare
Lavaclaw Reaches enters the battlefield tapped.
Tap: Add one black mana or one red mana.
One generic, one black, one red mana: Until end of turn, Lavaclaw Reaches becomes a 2/2 black and red Elemental creature with "X generic mana: This creature gets +X/+0 until end of turn." It's still a land.
Ominous Cemetery
Land - Uncommon
Tap: Add one generic.
Five generic, tap, exile Ominous Cemetery: Target creature's owner shuffles it into their library.
Path of Ancestry
Land – Common
Path of Ancestry enters the battlefield tapped.
Tap: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Reliquary Tower
Land - Uncommon
You have no maximum hand size.
Tap: Add one colorless mana.
River of Tears
Land - Rare
Tap: Add one blue mana. If you played a land this turn, add one black mana instead.
Shadowblood Ridge
Land - Rare
One generic mana, Tap: Add one black mana and one red mana.
Shipwreck Marsh
Land - Rare
Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands.
Tap: Add one blue mana or one black mana.
Smoldering Marsh
Land - Swamp Mountain - Rare
(Tap: Add one black mana or one red mana.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
Stormcarved Coast
Land – Rare
Stormcarved Coast enters the battlefield tapped unless you control two or more other lands.
Sunken Hollow
Land - Island Swamp - Rare
(Tap: Add one blue mana or one black mana.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
Temple of Deceit
Land - Rare
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1.
Tap: Add one blue mana or one black mana.
Temple of Epiphany
Land – Rare
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
Tap: Add one white or one blue.
Temple of Malice
Land - Rare
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
Tap: Add one black mana or one red mana.
Temple of the False God
Land - Uncommon
Tap: Add two generic. Activate only if you control five or more lands.
Terramorphic Expanse
Land - Common
Tap, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Thriving Moor
Land - Common
Thriving Moor enters the battlefield tapped.
As Thriving Moor enters the battlefield, choose a color other than black.
Tap: Add one black mana or one mana of the chosen color.
Planechase Cards
Aplan Mortarium
Plane – Alfava Metraxis – Common
Byzantium Radiation — At the beginning of your upkeep, put an exposure counter on Aplan Mortarium. Then you lose life equal to the number of exposure counters on it.
Whenever chaos ensues, create two 2/2 black Alien Angel artifact creature tokens with first strike, vigilance, and "Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn."
Bowie Base One
Plane - Mars - Common
At the beginning of your end step, goad target creature controlled by the player to your left.
Whenever chaos ensues, target creature gains islandwalk until end of turn.
City of the Daleks
Plane - Skaro - Common
Whenever you attack, target opponent loses X life, where X is the number of artifacts you control.
Whenever chaos ensues, for each opponent, you create a 3/3 black Dalek artifact creature token with menace that attacks that opponent this turn if able. Those tokens gain haste. Sacrifice them at the beginning of the next end step.
Dalek Intensive Care
Plane - The Dalek Asylum - Common
When you planeswalk to Dalek Intensive Care and at the beginning of your upkeep, exile a non-Dalek creature you control. If you do, create a 3/3 black Dalek artifact creature token with menace. It gains haste until end of turn.
Whenever chaos ensues, target Dalek you control deals damage equal to its power to target creature you don't control.
Hotel of Fears
Plane - Spacecraft - Common
At the beginning of your upkeep, exile the top card of your library. You lose life equal to its mana value. You may play that card this turn.
Prise Him - Whenever chaos ensues, choose a color. Put X +1/+1 counters on target creature you control, where X is your devotion to that color.
Mondassian Colony Ship
Plane - Spacecraft - Common
Whenever a creature attacks, it gets +1/+1 until end of turn for each other creature its controller controls that shares a creature type with it.
Whenever chaos ensues, turn target creature face down. It becomes a 2/2 Cyberman artifact creature.
The Doctor's Tomb
Plane – Trenzalore – Common
If a creature would die, instead exile it and that creature's controller loses 2 life.
Whenever chaos ensues, redistribute any number of players' life totals. (Each of those players gets one life total back.)
The Matrix of Time
Plane - Gallifrey - Common
When you planeswalk to The Matrix of Time, each player exiles the top card of their library
During your turn, you may play lands and cast spells from among cards exiled with The Matrix of Time.
Whenever you play a land or cast a spell from among cards exiled with The Matric of Time, that card's owner loses three life and exiles the top card of their library.
Whenever chaos ensues, crate two Treasure tokens.
The Moonbase
Plane - Moon - Common
Low Gravity - All creatures have "Two generic: This creature gains flying until end of turn. Activate only as a sorcery."
Whemever chaos ensues, for each opponent, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield facedown under your control. They're 2/2 Cyberman artifact creatures.
Unleash the Flux
Phenomenon - Common
When you encounter Unleash the Flux, each player sacrifices a nonland permanent, then you flip a coin. If you lose the flip, repeat this process. (The planeswalk away from this phenomenon.)
Other Cards
Weeping Angel by Anato FinnstarkThere are cards outside of the Doctor Who Commander decks that are considered part of the set.
Image
Name
Description
Past In Flames
Three generic, one red sorcery - Mythic Rare
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Flashback four generic, one red (You may cast this card from your graveyard for its flashback cost. Then exile it.)
This is a in-store play promo for attending Doctor Who launch parties.
NEXT: TCG Release Dates 2023