Every Card Revealed For Magic: The Gathering’s Universes Beyond: Doctor Who Commander Decks

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.

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 revealed for Universes Beyond: Doctor Who.

This article will be updated as new cards are revealed. Keep checking back to see everything.

The Latest Reveals (October 3, 2023)

It’s day one of Doctor Who’s preview season, and a huge number of new cards have been shown off.

Image

Name

Description

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.

Crisis of Conscience

Four generic, two white sorcery – Rare


Choose one —

  • Destroy all tokens.
  • Destroy all nonland, nontoken permanents.

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.

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.)

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.)

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 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 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.

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.

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.)

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.)

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.

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 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.“

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.

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.

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.)

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 turn if able, and attack a player other than you if able.)

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.)

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.)

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.)

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.

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.

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.

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.

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.)

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 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.)

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.

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 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.

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 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 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.“)

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 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.

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.

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 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.

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.

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.)

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 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.

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.

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.)

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.

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.

Command Tower

Land – Common


Tap: Add one mana of any color in your commander’s color identity.

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.

Ominous Cemetery

Land – Uncommon


Tap: Add one generic.


Five generic, tap, exile Ominous Cemetery: Target creature’s owner shuffles it into their library.

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.)

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.“

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.

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.

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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.

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.)

Crisis of Conscience

Four generic, two white sorcery – Rare


Choose one —

  • Destroy all tokens.
  • Destroy all nonland, nontoken permanents.

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.)

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.)

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.

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.

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.)

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.“

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.

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.)

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 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 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 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 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.“)

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.“

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.

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.

Sol Ring

One generic artifact – Uncommon


Tap: Add two colorless

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.)

Command Tower

Land – Common


Tap: Add one mana of any color in your commander’s color identity.

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.

Planechase Cards

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.

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.

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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.

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Name

Description

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.)

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

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.

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 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.

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.)

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 turn if able, and attack a player other than you if able.)

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.)

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.

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.

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.

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 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.

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.)

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.

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.

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.

Sol Ring

One generic artifact – Uncommon


Tap: Add two colorless

Command Tower

Land – Common


Tap: Add one mana of any color in your commander’s color identity.

Ominous Cemetery

Land – Uncommon


Tap: Add one generic.


Five generic, tap, exile Ominous Cemetery: Target creature’s owner shuffles it into their library.

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.

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 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.)

Paradox Power

The Thirteenth Doctor by Pauline Voss

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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.

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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

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.)

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.

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.)

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.

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.)

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.

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.

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.)

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.

Command Tower

Land – Common


Tap: Add one mana of any color in your commander’s color identity.

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.

Ominous Cemetery

Land – Uncommon


Tap: Add one generic.


Five generic, tap, exile Ominous Cemetery: Target creature’s owner shuffles it into their library.

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.)

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.

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Name

Description

Davros, Dalek Creator

One generic, one blue, one black, one red legendary artifact creature – Alien Scientist – 3/4 – Mythic Rare


Menace


At the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost three or more life this turn. Then each opponent who lost three or more life this turn makes a villainous choice — You draw a card, or that player discards a card.

Missy

Three generic, one blue, one black, one red legendary creature – Time Lord Rogue – Rare – 4/5


Whenever another nonartifact creature dies, return it to the battlefield under your control face down and tapped. It’s a 2/2 Cyberman artifact creature.


At the beginning of your end step, each opponent faces a villainous choice — Each artifact creature you control deals one damage to that opponent, or you draw a card and chaos ensues.

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.

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.

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.

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.“

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.)

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 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.

Sol Ring

One generic artifact – Uncommon


Tap: Add two colorless.

Command Tower

Land – Common


Tap: Add one mana of any color in your commander’s color identity.

Ominous Cemetery

Land – Uncommon


Tap: Add one generic.


Five generic, tap, exile Ominous Cemetery: Target creature’s owner shuffles it into their library.

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.“

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