Doctor Who
Menace At the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost 3 or more life this turn. Then each opponent who lost 3 or more life this turn faces a villainous choice — You draw a card, or that player discards a card.
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.)
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 — {7}: Time travel three times. 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. Then do it two more times.)
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.
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 (You can have two commanders if the other is the Doctor.)
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 with "{2}, Sacrifice this token: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.)
{T}: Exile the top card of your library. Until your next end step, you may play it. Doctor's companion (You can have two commanders if the other is the Doctor.)
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 1 damage to that opponent, or you draw a card and chaos ensues.
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.)
Emerge {5}{W} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When this creature enters, create a 2/2 white Alien creature token. If this creature's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness.
Whenever Astrid Peth enters 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.)
Flying When this creature enters, exile up to one target tapped creature. Suspend 5—{1}{W} (Rather than cast this card from your hand, you may pay {1}{W} and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Affinity for historic permanents (This spell costs {1} less to cast for each artifact, legendary, and/or Saga permanent you control.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
History Teacher — Sagas you control have read ahead. (As a Saga enters, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.)
(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.
Vanishing 3 (This enchantment enters 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 this enchantment enters and at the beginning of your first main phase, exile target creature an opponent controls until this enchantment leaves the battlefield.
Choose one — • Destroy all tokens. • Destroy all nonland, nontoken permanents.
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.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} 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.
Vanishing 4 (This enchantment enters 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 first main phase, draw a card.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this token." II — Create a 2/2 white Horse creature token with "Doctors you control have horsemanship." (They can't be blocked except by creatures with horsemanship.) III — Whenever a creature you control deals combat damage to a player this turn, time travel.
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 Saga spells become tokens.) Doctor's companion (You can have two commanders if the other is the Doctor.)
Each historic card in your hand has cycling {2}{W}. ({2}{W}, 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.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.) I — Destroy all creatures. II — Return target legendary creature card from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
You may choose not to untap The Pandorica during your untap step. {1}{W}, {T}: 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 first historic spell you cast each turn has convoke. (Your creatures can help cast it. Each creature you tap while casting it pays for {1} or one mana of that creature's color.) Doctor's companion (You can have two commanders if the other is the Doctor.)
Vigilance {1}, {T}: Create a tapped token that's a copy of target token that entered this turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
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.)
(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 this Saga leaves the battlefield. IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with this Saga puts that card on the bottom of their library.
(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. The tokens are goaded for as long as this Saga 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.
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.)
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.
{2}{U}, {T}: Copy target activated or triggered ability you control. You may choose new targets for the copy. Ultimate Sacrifice — {1}{U}, Sacrifice Adric: Counter target activated or triggered ability. Doctor's companion (You can have two commanders if the other is the Doctor.)
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 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.
You may have this creature enter 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 create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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.
Turn target creature face down. It's a 2/2 Cyberman artifact creature.
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."
Until end of turn, if one or more creatures would enter from exile or after being cast from exile, their owners shuffle them into their libraries instead. Cycling {2} ({2}, Discard this card: Draw a card.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Search your library for a Doctor card, reveal it, put it into your hand, then shuffle. II — Create a Food token and a 1/1 white Human creature token with "Doctor spells you cast cost {1} less to cast." III — Create a token that's a copy of target creature, except it's a legendary Alien named Prisoner Zero.
Five Hundred Year Diary enters tapped. {T}: Add {U} for each Clue you control. {2}, Sacrifice Five Hundred Year Diary: Draw a card.
Creatures your opponents control have base power and toughness 0/1 until end of turn.
You may have this creature enter 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 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.)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever this creature attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of this creature. If it's a land, it becomes an Island in addition to its other types.
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.
Negative — As long as K-9 is untapped, other legendary creatures you control have ward {1}. Affirmative — {1}{U}, {T}: Target legendary creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.)
Woman Who Walked the Earth — When Martha Jones enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: 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.)
Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary.
{T}: Add {U} 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 (You can have two commanders if the other is the Doctor.)
You have no maximum hand size. Sonic Booster — Whenever Nyssa of Traken attacks, sacrifice any number of artifacts. When you sacrifice one or more artifacts this way, tap up to that many target creatures and draw that many cards. Doctor's companion (You can have two commanders if the other is the Doctor.)
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.)
At the beginning of your end step, goad up to one target creature you don't control and put a +1/+1 counter on this creature. This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
Choose one — • Counter all other spells. • Switch each creature's power and toughness until end of turn. • Creatures can't be blocked this turn.
Flying, vigilance Other creatures you control have ward {2}. Suspend 6—{1}{U} (Rather than cast this card from your hand, you may pay {1}{U} and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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.)
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your hand. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Skulk (This creature can't be blocked by creatures with greater power.) Parallel Universe — Whenever this creature 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.)
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."
Draw cards equal to the greatest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
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.
Body-print — {2}{U}: Tap another target creature and put a stun counter on it. This creature becomes a copy of that creature for as long as that creature remains tapped. Activate only as a sorcery. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Flying, menace Exterminate! — When this creature enters, destroy target creature an opponent controls. That player loses 3 life.
Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
(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 this enchantment onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature of their choice. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card.
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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) 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 faces 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.
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.
Flying, haste Consume Anomaly — Whenever this creature 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.
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 guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice this enchantment.
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 this creature.
Deal with the Black Guardian — When Vislor Turlough enters, 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 (You can have two commanders if the other is the Doctor.)
Partner with Rory Williams (When this creature enters, target player may put Rory into their hand from their library, then shuffle.) Whenever Amy Pond deals combat damage 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.)
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.)
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip {1}. Doctor's companion (You can have two commanders if the other is the Doctor.)
(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 this enchantment. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
Discard all the 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.)
Delete deals X damage to each nonartifact creature and each player.
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) Whenever Donna Noble or a creature it's paired with is dealt damage, Donna Noble deals that much damage to target opponent. Doctor's companion (You can have two commanders if the other is the Doctor.)
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—{R}
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.
Menace Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature. When this creature dies, it deals damage equal to its power to each opponent.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — This Saga 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 {R}.
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 {1}{R}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
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 in a random order.) 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.)
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.
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on this creature.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — 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. II — Time travel, then time travel. III — For each opponent, destroy up to one target artifact that player controls.
During your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost.
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.)
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.)
Temporal Foresight — When this creature enters, 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.
Trample, haste Battalion — Whenever this creature 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.)
Enchant creature Enchanted creature is goaded. If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead. {2}{R}: Return this card from your graveyard to your hand.
Nitro-9 — Whenever Ace attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, 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.)
(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.
As a historic permanent you control enters, it becomes a 7/7 Dinosaur creature in addition to its other types. (Artifacts, legendaries, and Sagas are historic.)
Kicker {5} (You may pay an additional {5} 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.
This creature must be blocked if able. This creature can't be blocked by more than one creature. Whenever this creature deals damage, exile it face down. It becomes foretold. Foretell {1}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token with ward {2} and a 4/4 white Alien Rhino creature token. II — Investigate. III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
Paradox — Whenever you cast a spell from anywhere other than your hand, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Doctor's companion (You can have two commanders if the other is the Doctor.)
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.)
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. Doctor's companion (You can have two commanders if the other is the Doctor.)
(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.
This creature enters 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 this creature.
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 top, then planeswalk. {T}: Add {G}. Doctor's companion (You can have two commanders if the other is the Doctor.)
Flash Bear Witness — Whenever another creature dies, if it was attacking or blocking alone, exile it and investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.) Whenever Alistair attacks, you may pay {8}. If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
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.
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 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.
Enchant artifact or land Enchanted permanent has "{T}: 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.)
(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. (They create a Clue token.) 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 token isn't a creature until end of turn."
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 — Create a 3/3 black Dalek artifact creature token with menace. • Jast — Each opponent loses 4 life.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — 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. II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities. III — Target Mutant fights another target creature named Fenric.
When The Cyber-Controller enters, each opponent mills X cards. Put all creature 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.
Affinity for Daleks (This spell costs {1} 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 of their choice, or you create a 3/3 black Dalek artifact creature token with menace.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile cards from the top of your library until you exile a legendary card. You may play that card for as long as this Saga 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, this Saga deals 13 damage to you.
Vigilance, trample Other Dinosaurs you control get +1/+1 and have vigilance and trample. Suspend 4—{3}{R}{W} Whenever a time counter is removed from this card while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.
Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters or attacks, investigate. The Most Important Punch in History — {1}{G}, {T}: Duggan deals damage equal to twice its power to another target creature. Activate only once.
When The Eighth Doctor enters, 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."
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. {2}: Target creature with power 3 or less can't be blocked this turn.
{T}: 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.
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 this turn. Untap those creatures.
When The First Doctor enters, 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. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature.
When this creature enters, create two 1/1 blue Fish creature tokens and create two tapped Treasure tokens. Fish you control have haste and can't be blocked by Humans. Foretell {3}{U}{R}
When The Fugitive Doctor enters, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When Gallifrey Stands enters, 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.
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.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Investigate. III — This Saga deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile this Saga and you may cast it this turn.
Vanishing 3 Imprint — When Idris enters, 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.
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.
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.)
Trample No more than one creature can attack you each combat. Suspend 6—{1}{R}{W} (Rather than cast this card from your hand, you may pay {1}{R}{W} and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
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 {8}. If you do, attacking creatures get +X/+X until end of turn, where X is the number of time counters among permanents you control.
Choose 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 phase.
Flying, trample Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Escape—{4}{G}{U}, Exile a land you control, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Partner with Jenny Flint (When this creature enters, 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.
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 enter as a copy of a creature card in exile with a takeover counter on it.
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.
{T}: 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.
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.
At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me. Counters remain on Me as it moves to any zone other than a player's hand or library. You may cast this card from your graveyard by discarding two cards in addition to paying its other costs.
Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
Whenever The Rani enters 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.
At the beginning of your upkeep, you lose 2 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 and you may choose new targets for the copy.)
Vanishing 12 (This enchantment enters 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 this enchantment, scry 1 and you gain 1 life. Then if this enchantment has no time counters on it, exile it. When you do, take an extra turn after this one.
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.
Partner with Amy Pond First strike, lifelink The Last Centurion — When you cast this spell from anywhere other than exile, exile it with three time counters on it. It gains suspend. Then investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
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—{2}{U}{R}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
You may cast creature spells as though they had flash. Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
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.
Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.
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 "{2}, Sacrifice this token: Draw a card.")
Time Lord's Prerogative — Whenever you cast a historic 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.)
Vigilance, trample Grenades! — {2}, {T}, 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.
First strike, haste Sanctified Rules of Combat — When this creature enters, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or this creature deals damage to that player equal to the number of cards in their hand.
Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters, create your choice of a Clue token, a Food token, or a Treasure token.
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 3 damage to that player for each consequences vote.
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.
If an opponent would face a villainous choice, they face that choice an additional time. (They can make the same or different choices.) While voting, you may vote an additional time.
Flying Vrestin enters with X +1/+1 counters on it. When Vrestin enters, 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.
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.
Flash First strike, vigilance Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn. If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
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 {3}{R}{G}
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 {1} Equip {3}
Haste Whenever Bessie attacks, another target legendary creature can't be blocked this turn. 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.)
You may exert this creature as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.)
When this artifact enters, surveil 3. {T}: 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.)
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures.
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 copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Flying Whenever this Vehicle 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 4
{T}: Add one mana of any color. {1}, {T}: Tap target artifact. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) {3}, {T}: Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
Midnight Entity — Whenever this Vehicle attacks, defending player faces a villainous choice — That player sacrifices a creature of their choice, 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. Crew 2
At the beginning of your upkeep, put a time counter on The Moment. {2}, {T}: Untap target creature you control. It phases out until The Moment leaves the battlefield. {3}, {T}: 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.
As this Equipment becomes attached to a creature, choose a creature card name and a creature type. Equipped creature has ward {1}, it can't be blocked, and its name and creature type are the last chosen name and creature type. Equip {2}
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 this artifact, choose one of them at random. You may cast it without paying its mana cost.
This artifact enters tapped with a time counter on it. {T}: Add an amount of {C} equal to the number of time counters on this artifact. {4}, {T}: 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.)
{T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn.
{T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn.
{T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn.
Flying Whenever this Vehicle 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.)
When Gallifrey Council Chamber enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) {T}: Add {C}. {T}: 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.
{T}: Add {C}. {5}, {T}, Exile this land: Target creature's owner shuffles it into their library.
{T}: Add {U}. Put a time counter on Trenzalore Clocktower. {1}{U}, {T}, 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.
When you cast this spell, create a token that's a copy of it, except it isn't legendary. {T}: Add {C}. 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 "{2}, Sacrifice this token: Draw a card.")
Menace At the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost 3 or more life this turn. Then each opponent who lost 3 or more life this turn faces a villainous choice — You draw a card, or that player discards a card.
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.)
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 — {7}: Time travel three times. 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. Then do it two more times.)
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.
({T}: Add {W}.)
({T}: Add {W}.)
({T}: Add {U}.)
({T}: Add {U}.)
({T}: Add {B}.)
({T}: Add {B}.)
({T}: Add {R}.)
({T}: Add {R}.)
({T}: Add {G}.)
({T}: Add {G}.)
Legendary creatures you control get +2/+2.
Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards.
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
When this enchantment enters, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a time counter on this enchantment 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.)
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Exile target creature. Its controller gains life equal to its power.
When this artifact enters, 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.
At the beginning of your upkeep, put a time counter on this enchantment. Once each turn, you may pay {0} 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 this enchantment.
Buyback {3} (You may pay an additional {3} 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.
Draw two cards. Exile Inspiring Refrain with three time counters on it. Suspend 3—{2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
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.)
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
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.
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
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.
{T}: Add {R}. As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
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 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.)
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
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.
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.
You may play an additional land this turn. Draw a card.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Permanents you control gain hexproof and indestructible until end of turn.
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
Draw a card. You may put a land card from your hand onto the battlefield.
Return a creature you control to its owner's hand, then destroy all creatures.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.
Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Each legendary creature you control gets +1/+1 for each other legendary creature you control. {X}, {T}: 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.
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}
{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.
{T}: Add {C}{C}.
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.
{T}: Add {C}. {T}: Add {R} or {W}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {U} or {R}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {G} or {U}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {U} or {B}. This artifact deals 1 damage to you.
| Card | Number | Rarity | Price |
|---|---|---|---|
Davros, Dalek Creator | 1 | Mythic | $0.36 |
The Fourth Doctor | 2 | Mythic | $0.24 |
The Tenth Doctor | 3 | Mythic | $0.49 |
The Thirteenth Doctor | 4 | Mythic | $0.40 |
Rose Tyler | 5 | Rare | $0.16 |
Sarah Jane Smith | 6 | Rare | $0.23 |
Yasmin Khan | 7 | Rare | $0.13 |
Missy | 8 | Rare | $0.26 |
Clara Oswald | 9 | Rare | $0.29 |
Adipose Offspring | 10 | Rare | $0.14 |
Astrid Peth | 11 | Rare | $5.27 |
Atraxi Warden | 12 | Uncommon | $0.11 |
Banish to Another Universe | 13 | Uncommon | $0.13 |
Barbara Wright | 14 | Rare | $0.49 |
The Caves of Androzani | 15 | Rare | $0.11 |
Crack in Time | 16 | Rare | $0.14 |
Crisis of Conscience | 17 | Rare | $0.21 |
Everybody Lives! | 18 | Rare | $11.98 |
Everything Comes to Dust | 19 | Rare | $6.56 |
Four Knocks | 20 | Rare | $0.56 |
The Girl in the Fireplace | 21 | Rare | $0.12 |
Ian Chesterton | 22 | Rare | $0.25 |
Jo Grant | 23 | Rare | $0.16 |
The Night of the Doctor | 24 | Rare | $0.23 |
The Pandorica | 25 | Rare | $0.31 |
Peri Brown | 26 | Rare | $0.22 |
Romana II | 27 | Rare | $0.22 |
Tegan Jovanka | 28 | Rare | $0.26 |
Trial of a Time Lord | 29 | Rare | $0.23 |
The War Games | 30 | Rare | $0.18 |
The Wedding of River Song | 31 | Rare | $0.21 |
Wilfred Mott | 32 | Rare | $0.19 |
Adric, Mathematical Genius | 33 | Rare | $0.30 |
All of History, All at Once | 34 | Rare | $0.22 |
An Unearthly Child | 35 | Rare | $0.14 |
Auton Soldier | 36 | Rare | $10.50 |
Become the Pilot | 37 | Rare | $0.21 |
Cyber Conversion | 38 | Rare | $0.56 |
Danny Pink | 39 | Rare | $13.79 |
Don't Blink | 40 | Uncommon | $0.12 |
The Eleventh Hour | 41 | Rare | $0.18 |
Five Hundred Year Diary | 42 | Rare | $0.36 |
Flatline | 43 | Rare | $0.39 |
Flesh Duplicate | 44 | Rare | $6.27 |
The Flood of Mars | 45 | Rare | $0.33 |
Hunted by The Family | 46 | Rare | $0.24 |
K-9, Mark I | 47 | Rare | $3.55 |
Martha Jones | 48 | Rare | $0.28 |
Nanogene Conversion | 49 | Rare | $5.40 |
Nardole, Resourceful Cyborg | 50 | Rare | $0.17 |
Nyssa of Traken | 51 | Rare | $0.23 |
Quantum Misalignment | 52 | Rare | $12.95 |
Renegade Silent | 53 | Uncommon | $0.28 |
Reverse the Polarity | 54 | Rare | $0.49 |
Star Whale | 55 | Uncommon | $0.48 |
Start the TARDIS | 56 | Uncommon | $0.26 |
Surge of Brilliance | 57 | Uncommon | $0.29 |
Time Beetle | 58 | Uncommon | $0.29 |
Time Lord Regeneration | 59 | Uncommon | $0.12 |
Traverse Eternity | 60 | Rare | $0.38 |
Twice Upon a Time // Unlikely Meeting | 61 | Rare | $0.13 |
Wibbly-wobbly, Timey-wimey | 62 | Common | $0.21 |
Zygon Infiltrator | 63 | Uncommon | $0.23 |
Dalek Drone | 64 | Rare | $0.33 |
Dalek Squadron | 65 | Uncommon | $0.44 |
Death in Heaven | 66 | Rare | $0.31 |
Doomsday Confluence | 67 | Rare | $0.25 |
Exterminate! | 68 | Uncommon | $0.21 |
Genesis of the Daleks | 69 | Rare | $0.32 |
This Is How It Ends | 70 | Rare | $0.28 |
Time Reaper | 71 | Rare | $0.16 |
The Toymaker's Trap | 72 | Rare | $0.21 |
Vashta Nerada | 73 | Rare | $2.18 |
Vislor Turlough | 74 | Rare | $0.34 |
Amy Pond | 75 | Rare | $0.17 |
Bill Potts | 76 | Rare | $0.11 |
Coward // Killer | 77 | Rare | $0.20 |
Dan Lewis | 78 | Rare | $0.11 |
Day of the Moon | 79 | Rare | $0.23 |
Decaying Time Loop | 80 | Uncommon | $0.34 |
Delete | 81 | Rare | $1.91 |
Donna Noble | 82 | Rare | $0.25 |
Ecstatic Beauty | 83 | Rare | $0.19 |
Ensnared by the Mara | 84 | Rare | $7.23 |
Flaming Tyrannosaurus | 85 | Rare | $3.44 |
The Flux | 86 | Rare | $0.33 |
Impending Flux | 87 | Rare | $0.25 |
Into the Time Vortex | 88 | Rare | $0.34 |
Iraxxa, Empress of Mars | 89 | Uncommon | $0.45 |
Memory Worm | 90 | Uncommon | $0.29 |
The Parting of the Ways | 91 | Rare | $0.25 |
Return the Past | 92 | Rare | $0.33 |
RMS Titanic | 93 | Rare | $5.18 |
Ryan Sinclair | 94 | Rare | $0.25 |
Sibylline Soothsayer | 95 | Uncommon | $0.17 |
Sontaran General | 96 | Uncommon | $0.15 |
The Sound of Drums | 97 | Rare | $3.21 |
Ace, Fearless Rebel | 98 | Rare | $0.14 |
City of Death | 99 | Rare | $0.82 |
Displaced Dinosaurs | 100 | Uncommon | $2.25 |
The Five Doctors | 101 | Rare | $0.12 |
The Foretold Soldier | 102 | Rare | $0.26 |
Fugitive of the Judoon | 103 | Rare | $0.12 |
Graham O'Brien | 104 | Rare | $0.19 |
Jamie McCrimmon | 105 | Rare | $0.11 |
Karvanista, Loyal Lupari // Lupari Shield | 106 | Rare | $0.30 |
Leela, Sevateem Warrior | 107 | Rare | $0.14 |
The Sea Devils | 108 | Rare | $0.14 |
Sisterhood of Karn | 109 | Rare | $0.14 |
Susan Foreman | 110 | Rare | $0.14 |
Thijarian Witness | 111 | Uncommon | $0.04 |
Alistair, the Brigadier | 112 | Rare | $0.25 |
Ashad, the Lone Cyberman | 113 | Rare | $0.18 |
The Beast, Deathless Prince | 114 | Rare | $0.33 |
Bigger on the Inside | 115 | Uncommon | $0.48 |
Blink | 116 | Rare | $0.24 |
Cult of Skaro | 117 | Rare | $0.16 |
The Curse of Fenric | 118 | Rare | $0.14 |
The Cyber-Controller | 119 | Rare | $0.31 |
The Dalek Emperor | 120 | Rare | $0.22 |
The Day of the Doctor | 121 | Rare | $0.16 |
Dinosaurs on a Spaceship | 122 | Rare | $9.03 |
Duggan, Private Detective | 123 | Rare | $0.23 |
The Eighth Doctor | 124 | Rare | $0.22 |
The Eleventh Doctor | 125 | Rare | $0.30 |
The Face of Boe | 126 | Rare | $0.16 |
The Fifth Doctor | 127 | Rare | $0.21 |
The First Doctor | 128 | Rare | $0.15 |
Frost Fair Lure Fish | 129 | Rare | $0.13 |
The Fugitive Doctor | 130 | Rare | $0.18 |
Gallifrey Falls // No More | 131 | Rare | $0.27 |
Gallifrey Stands | 132 | Rare | $0.18 |
Great Intelligence's Plan | 133 | Uncommon | $0.30 |
Heaven Sent | 134 | Rare | $0.24 |
Idris, Soul of the TARDIS | 135 | Rare | $0.15 |
Jenny Flint | 136 | Rare | $0.16 |
Jenny, Generated Anomaly | 137 | Rare | $0.14 |
Judoon Enforcers | 138 | Uncommon | $0.14 |
Kate Stewart | 139 | Rare | $0.12 |
Last Night Together | 140 | Rare | $0.37 |
Lunar Hatchling | 141 | Rare | $0.19 |
Madame Vastra | 142 | Rare | $0.15 |
The Master, Formed Anew | 143 | Rare | $0.14 |
The Master, Gallifrey's End | 144 | Rare | $0.21 |
The Master, Mesmerist | 145 | Rare | $0.23 |
The Master, Multiplied | 146 | Rare | $6.03 |
Me, the Immortal | 147 | Rare | $0.25 |
The Ninth Doctor | 148 | Rare | $0.34 |
The Rani | 149 | Rare | $0.23 |
Rassilon, the War President | 150 | Rare | $0.15 |
Regenerations Restored | 151 | Rare | $0.19 |
River Song | 152 | Rare | $0.30 |
Rory Williams | 153 | Rare | $0.15 |
Run for Your Life | 154 | Rare | $0.28 |
Sally Sparrow | 155 | Rare | $0.24 |
The Second Doctor | 156 | Rare | $0.38 |
Sergeant John Benton | 157 | Rare | $3.59 |
The Seventh Doctor | 158 | Rare | $0.18 |
The Sixth Doctor | 159 | Rare | $0.33 |
Strax, Sontaran Nurse | 160 | Rare | $0.15 |
Sycorax Commander | 161 | Rare | $0.29 |
The Third Doctor | 162 | Rare | $0.29 |
Truth or Consequences | 163 | Uncommon | $0.30 |
The Twelfth Doctor | 164 | Rare | $0.34 |
The Valeyard | 165 | Rare | $0.39 |
Vrestin, Menoptra Leader | 166 | Rare | $0.26 |
The War Doctor | 167 | Rare | $0.26 |
Weeping Angel | 168 | Rare | $0.35 |
Wreck and Rebuild | 169 | Uncommon | $0.19 |
Ace's Baseball Bat | 170 | Rare | $0.29 |
Bessie, the Doctor's Roadster | 171 | Rare | $0.24 |
Clockwork Droid | 172 | Uncommon | $0.10 |
Confession Dial | 173 | Rare | $0.16 |
Cyberman Patrol | 174 | Uncommon | $4.59 |
Cybermat | 175 | Uncommon | $0.14 |
Cybermen Squadron | 176 | Rare | $10.60 |
Cybership | 177 | Rare | $0.37 |
Laser Screwdriver | 178 | Uncommon | $2.14 |
Midnight Crusader Shuttle | 179 | Uncommon | $0.32 |
The Moment | 180 | Rare | $0.28 |
Psychic Paper | 181 | Uncommon | $0.32 |
River Song's Diary | 182 | Rare | $0.37 |
Rotating Fireplace | 183 | Rare | $0.26 |
Sonic Screwdriver | 184 | Uncommon | $1.97 |
Sonic Screwdriver | 185 | Uncommon | $2.82 |
Sonic Screwdriver | 186 | Uncommon | $0.71 |
TARDIS | 187 | Uncommon | $0.18 |
Gallifrey Council Chamber | 188 | Rare | $0.27 |
Ominous Cemetery | 189 | Uncommon | $0.32 |
Trenzalore Clocktower | 190 | Rare | $0.27 |
Osgood, Operation Double | 191 | Rare | $0.16 |
Davros, Dalek Creator | 192 | Mythic | $0.19 |
The Fourth Doctor | 193 | Mythic | $0.20 |
The Tenth Doctor | 194 | Mythic | $0.16 |
The Thirteenth Doctor | 195 | Mythic | $0.21 |
Plains | 196 | Common | $0.16 |
Plains | 197 | Common | $0.15 |
Island | 198 | Common | $0.17 |
Island | 199 | Common | $0.16 |
Swamp | 200 | Common | $0.25 |
Swamp | 201 | Common | $0.27 |
Mountain | 202 | Common | $0.20 |
Mountain | 203 | Common | $0.13 |
Forest | 204 | Common | $0.19 |
Forest | 205 | Common | $0.13 |
Day of Destiny | 206 | Rare | $0.30 |
Farewell | 207 | Rare | $5.32 |
Grasp of Fate | 208 | Rare | $0.34 |
Out of Time | 209 | Rare | $0.28 |
Path to Exile | 210 | Uncommon | $1.30 |
Return to Dust | 211 | Uncommon | $0.21 |
Swords to Plowshares | 212 | Uncommon | $1.37 |
Wedding Ring | 213 | Mythic | $9.34 |
As Foretold | 214 | Rare | $0.74 |
Clockspinning | 215 | Common | $0.38 |
Inspiring Refrain | 216 | Rare | $0.31 |
Ponder | 217 | Common | $1.53 |
Preordain | 218 | Common | $0.63 |
Propaganda | 219 | Uncommon | $3.60 |
Think Twice | 220 | Common | $0.11 |
Feed the Swarm | 221 | Common | $0.34 |
Snuff Out | 222 | Uncommon | $5.14 |
Wound Reflection | 223 | Rare | $5.84 |
Blasphemous Act | 224 | Rare | $1.71 |
Chaos Warp | 225 | Rare | $0.43 |
Cursed Mirror | 226 | Rare | $1.71 |
Throes of Chaos | 227 | Uncommon | $0.22 |
Beast Within | 228 | Uncommon | $0.74 |
Carpet of Flowers | 229 | Rare | $1.64 |
Cultivate | 230 | Common | $0.59 |
Explore | 231 | Common | $0.35 |
Farseek | 232 | Common | $0.54 |
Heroic Intervention | 233 | Rare | $11.71 |
Search for Tomorrow | 234 | Common | $0.33 |
Three Visits | 235 | Uncommon | $8.37 |
Fractured Identity | 236 | Rare | $0.33 |
Growth Spiral | 237 | Common | $0.31 |
Time Wipe | 238 | Rare | $0.20 |
Arcane Signet | 239 | Common | $0.63 |
Commander's Sphere | 240 | Common | $0.34 |
Hero's Blade | 241 | Uncommon | $0.33 |
Heroes' Podium | 242 | Rare | $0.37 |
Lightning Greaves | 243 | Uncommon | $4.69 |
Mind Stone | 244 | Uncommon | $0.30 |
Sol Ring | 245 | Uncommon | $1.75 |
Solemn Simulacrum | 246 | Rare | $0.37 |
Talisman of Conviction | 247 | Uncommon | $0.38 |
Talisman of Creativity | 248 | Uncommon | $2.91 |
Talisman of Curiosity | 249 | Uncommon | $0.32 |
Talisman of Dominance | 250 | Uncommon | $1.99 |