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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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Whether 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 Pavleeva

This 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 more

Image

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.)

  1. Destroy all creatures.
  2. 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.)

  1. 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.
  2. Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
  3. 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 Preissler

Based 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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Image

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.)

  1. Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this creature."
  2. Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.)
  3. 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.)

  1. Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
  2. Create a food token and a 1/1 white Human creature token with "Doctor spells you cast cost one generic less to cast."
  3. 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.)

  1. 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.
  2. Time travel, then time travel.
  3. 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 Voss

Bringing 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 more

Image

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.)

  1. Create a 1/1 white Human creature token with ward: two generic and a 4/4 white Alien Rhino creature token.
  2. Investigate.
  3. 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 Dominic

Finally, 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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Image

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 Finnstark

There 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