Doctor Who
This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.
This land enters tapped unless you control two or more other lands. {T}: Add {B} or {R}.
{T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.
({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped. {T}: Add {B} or {R}. {1}{B}{R}: Until end of turn, this land becomes a 2/2 black and red Elemental creature with "{X}: This creature gets +X/+0 until end of turn." It's still a land.
This land enters tapped unless you control two or more other lands. {T}: Add {G} or {W}.
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
{T}: Add {U}. If you played a land this turn, add {B} instead.
This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.
This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.
({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{1}, {T}: Add {B}{R}.
({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.
{1}, {T}: Add {W}{U}.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control two or more other lands. {T}: Add {U} or {R}.
{T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice this land: Draw a card.
This land enters tapped unless you control two or more other lands. {T}: Add {R} or {W}.
{1}, {T}: Add {G}{W}.
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {G}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {B}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {R}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {R}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {W}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {W}.
{T}: Add {C}. {2}, {T}: This land becomes a copy of target land, except it has this ability.
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {U}.
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
{T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice this land: Draw a card.
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.)
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.)
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.)
{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.)
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.
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.)
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.
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.
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.
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.
Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)
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 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.
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 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.
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.)
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.
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.)
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.")
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."
Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
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.)
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.
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.
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.
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. Flashback {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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.)
When you planeswalk to Antarctic Research Base and at the beginning of your upkeep, investigate. Whenever chaos ensues, put X +1/+1 counters on target creature you control, where X is the number of artifacts you control. It becomes a Plant in addition to its other types.
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 token isn't a creature until end of turn."
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 from exile this turn. Then planeswalk.
All creatures have "Boast — {1}: 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.
At the beginning of your end step, goad target creature controlled by the player to your left. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever chaos ensues, target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)
When you encounter Caught in a Parallel Universe, each player chooses a creature controlled by the player to their left. Each player creates a token that's a copy of the creature they chose, except it has menace. (Then planeswalk away from this phenomenon.)
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.) Whenever chaos ensues, create two 1/1 white Warrior creature tokens.
When you planeswalk to The Cheetah Planet and at the beginning of your upkeep, put two +1/+1 counters on target non-Cat creature you control. It becomes a Cat in addition to its other types. Whenever chaos ensues, all Cats gain provoke until end of turn. (Whenever a Cat attacks, its controller may have target creature defending player controls untap and block it if able.)
Whenever you attack, target opponent loses X life, where X is the number of artifacts you control. Whenever chaos ensues, for each opponent, you create a 3/3 black Dalek artifact creature token with menace that attacks that opponent this turn if able. Those tokens gain haste. Sacrifice them at the beginning of the next end step.
Whenever a player casts a historic spell, that player draws a card. (Artifacts, legendaries, and Sagas are historic.) Whenever chaos ensues, return target historic card from your graveyard to your hand.
When you planeswalk to Dalek Intensive Care and at the beginning of your upkeep, exile a non-Dalek creature you control. If you do, create a 3/3 black Dalek artifact creature token with menace. It gains haste until end of turn. Whenever chaos ensues, target Dalek you control deals damage equal to its power to target creature you don't control.
When you planeswalk to The Dining Car, each player creates a Food token. Sixty-Six Seconds — At the beginning of your upkeep, sacrifice a creature with the least toughness among creatures you control. Then investigate. Whenever chaos ensues, activated abilities of artifact tokens you control cost {2} less to activate this turn.
Creatures enter tapped. Whenever chaos ensues, for each opponent, choose up to one target nonland permanent that opponent controls. Untap those permanents. They phase out. They can't phase in for as long as The Doctor's Childhood Barn remains face up. When a player planeswalks, those permanents phase in.
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.)
Whenever you roll the planar die, creatures you control get +1/+1 and gain haste until end of turn. Whenever chaos ensues, end the turn. (Exile all spells and abilities from the stack. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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.)
Suspended Animation — Whenever a creature dies, exile it. Its controller scries 1. Whenever chaos ensues, create X 3/3 black Dalek artifact creature tokens with menace, where X is one plus the number of cards exiled with Gardens of Tranquil Repose.
At the beginning of your upkeep, exile the top card of your library. You lose life equal to its mana value. You may play that card this turn. Praise Him — Whenever chaos ensues, choose a color. Put X +1/+1 counters on target creature you control, where X is your devotion to that color. Then sacrifice another creature. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
When you encounter Human—Time Lord Meta-Crisis, each player chooses one or two creatures they control. Each player creates a token that's a copy of the first creature they chose, except it isn't legendary. Then each player who chose a second creature puts a number of +1/+1 counters on the token they created equal to the power of the second creature they chose. (Then planeswalk away from this phenomenon.)
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Whenever chaos ensues, until your next turn, noncreature artifacts you control gain "{T}, Sacrifice this artifact: Flip a coin. If you win the flip, this artifact deals 3 damage to any target."
Still Point in Time — All spells have split second. (As long as a spell with split second is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Whenever chaos ensues, Lake Silencio deals 6 damage to target creature an opponent controls. If a creature dealt damage this way would die this turn, exile it instead.
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.)
When you planeswalk to The Matrix of Time, each player exiles the top card of their library. During your turn, you may play lands and cast spells from among cards exiled with The Matrix of Time. Whenever you play a land or cast a spell from among cards exiled with The Matrix of Time, that card's owner loses 3 life and exiles the top card of their library. Whenever chaos ensues, create two Treasure tokens.
Whenever a creature attacks, it gets +1/+1 until end of turn for each other creature its controller controls that shares a creature type with it. Whenever chaos ensues, turn target creature face down. It becomes a 2/2 Cyberman artifact creature.
Low Gravity — All creatures have "{2}: This creature gains flying until end of turn. Activate only as a sorcery." Whenever chaos ensues, for each opponent, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
At the beginning of combat on your turn, until end of turn, noncreature artifacts you control become 3/3 Vehicles in addition to their other types and gain flying, haste, and crew 1. Whenever chaos ensues, create a Treasure token and a 2/2 white Alien creature token.
At the beginning of your upkeep, target opponent draws a card and creates a Treasure token. Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Song of the Ood — Noncreature spells have convoke. (A player's creatures can help cast those spells. Each creature they tap while casting a noncreature spell pays for {1} or one mana of that creature's color.) Red-Eye — Whenever chaos ensues, for each opponent, goad up to one target creature that opponent controls. Until your next turn, those creatures can't become tapped unless they're being declared as attackers.
When you planeswalk to Pompeii and at the beginning of your upkeep, put an eruption counter on it. Whenever you roll a blank on the planar die, scry 2. Then put an eruption counter on Pompeii. When chaos ensues, Pompeii deals damage to each creature and each player equal to the number of eruption counters on Pompeii. Each player sacrifices a land of their choice. Then planeswalk.
At the beginning of combat on your turn, up to one target creature you control becomes a copy of target creature an opponent controls. Will of the council — Whenever chaos ensues, starting with you, each player votes for a creature you don't control. Exile each creature with the most votes or tied for most votes.
When you planeswalk to The Pyramid of Mars and at the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Whenever chaos ensues, return target creature card from your graveyard to the battlefield.
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever chaos ensues, you may cast a foretold card you own from exile without paying its mana cost this turn.
When you planeswalk to Spectrox Mines and at the beginning of your upkeep, you lose 3 life and create a Treasure token. Whenever chaos ensues, create a Food token and a 2/2 black Human Rogue creature token.
Each creature card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) Whenever chaos ensues, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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.
At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.) When chaos ensues, reverse the game's turn order. Then planeswalk. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Whenever you planeswalk to Two Streams Facility and at the beginning of the first upkeep of the game, each player chooses green anchor or red waterfall. Each player who last chose green anchor may play an additional land during each of their turns. Creatures controlled by players who last chose red waterfall get +2/+0 and have haste. Whenever chaos ensues, each player who last chose green anchor chooses red waterfall, and vice versa.
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.
When you encounter Unleash the Flux, each player sacrifices a nonland permanent of their choice, then you flip a coin. If you lose the flip, repeat this process. (Then planeswalk away from this phenomenon.)
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.
| Card | Number | Rarity | Price |
|---|---|---|---|
Glacial Fortress | 501 | Rare | $3.47 |
Haunted Ridge | 502 | Rare | $6.80 |
Horizon Canopy | 503 | Rare | $1.87 |
Irrigated Farmland | 504 | Rare | $0.33 |
Lavaclaw Reaches | 505 | Rare | $0.28 |
Overgrown Farmland | 506 | Rare | $3.90 |
Port Town | 507 | Rare | $1.81 |
Prairie Stream | 508 | Rare | $1.68 |
River of Tears | 509 | Rare | $0.75 |
Rockfall Vale | 510 | Rare | $3.16 |
Rootbound Crag | 511 | Rare | $2.19 |
Scattered Groves | 512 | Rare | $0.43 |
Shadowblood Ridge | 513 | Rare | $0.36 |
Sheltered Thicket | 514 | Rare | $0.38 |
Shipwreck Marsh | 515 | Rare | $5.53 |
Skycloud Expanse | 516 | Rare | $0.70 |
Smoldering Marsh | 517 | Rare | $2.11 |
Stormcarved Coast | 518 | Rare | $4.51 |
Sunbaked Canyon | 519 | Rare | $2.86 |
Sundown Pass | 520 | Rare | $5.82 |
Sungrass Prairie | 521 | Rare | $0.35 |
Sunken Hollow | 522 | Rare | $1.31 |
Temple of Abandon | 523 | Rare | $0.34 |
Temple of Deceit | 524 | Rare | $0.41 |
Temple of Enlightenment | 525 | Rare | $0.47 |
Temple of Epiphany | 526 | Rare | $0.46 |
Temple of Malice | 527 | Rare | $0.45 |
Temple of Mystery | 528 | Rare | $0.40 |
Temple of Plenty | 529 | Rare | $0.38 |
Temple of Triumph | 530 | Rare | $0.31 |
Thespian's Stage | 531 | Rare | $1.38 |
Vineglimmer Snarl | 532 | Rare | $0.69 |
War Room | 533 | Rare | $5.51 |
Waterlogged Grove | 534 | Rare | $1.40 |
Rose Tyler | 535 | Rare | $0.53 |
Sarah Jane Smith | 536 | Rare | $0.53 |
K-9, Mark I | 537 | Rare | $3.31 |
Dalek Squadron | 538 | Uncommon | $1.60 |
Yasmin Khan | 539 | Rare | $0.18 |
Davros, Dalek Creator | 540 | Mythic | $0.56 |
The Fugitive Doctor | 541 | Rare | $0.38 |
The Master, Formed Anew | 542 | Rare | $0.29 |
The Master, Gallifrey's End | 543 | Rare | $0.35 |
The Master, Mesmerist | 544 | Rare | $0.29 |
The Master, Multiplied | 545 | Rare | $5.36 |
Missy | 546 | Rare | $0.55 |
River Song | 547 | Rare | $0.56 |
The War Doctor | 548 | Rare | $1.43 |
Weeping Angel | 549 | Rare | $0.84 |
Cyberman Patrol | 550 | Uncommon | $5.03 |
TARDIS | 551 | Uncommon | $2.26 |
The First Doctor | 552 | Rare | $0.53 |
The Second Doctor | 553 | Rare | $1.95 |
The Third Doctor | 554 | Rare | $0.48 |
The Fourth Doctor | 555 | Mythic | $1.01 |
The Fifth Doctor | 556 | Rare | $0.46 |
The Sixth Doctor | 557 | Rare | $1.19 |
The Seventh Doctor | 558 | Rare | $0.40 |
The Eighth Doctor | 559 | Rare | $0.43 |
The Ninth Doctor | 560 | Rare | $0.99 |
The Tenth Doctor | 561 | Mythic | $4.79 |
The Eleventh Doctor | 562 | Rare | $0.92 |
The Twelfth Doctor | 563 | Rare | $1.11 |
The Thirteenth Doctor | 564 | Mythic | $3.38 |
Past in Flames | 565 | Rare | $1.28 |
Amy's Home | 566 | Common | $0.66 |
Antarctic Research Base | 567 | Common | $0.28 |
Aplan Mortarium | 568 | Common | $0.30 |
Bad Wolf Bay | 569 | Common | $0.73 |
Besieged Viking Village | 570 | Common | $0.32 |
Bowie Base One | 571 | Common | $0.34 |
Caught in a Parallel Universe | 572 | Common | $0.28 |
The Cave of Skulls | 573 | Common | $0.32 |
The Cheetah Planet | 574 | Common | $0.31 |
City of the Daleks | 575 | Common | $0.33 |
Coal Hill School | 576 | Common | $0.32 |
Dalek Intensive Care | 577 | Common | $0.31 |
The Dining Car | 578 | Common | $0.24 |
The Doctor's Childhood Barn | 579 | Common | $0.30 |
The Doctor's Tomb | 580 | Common | $0.29 |
The Drum, Mining Facility | 581 | Common | $0.29 |
Fixed Point in Time | 582 | Common | $0.32 |
Gardens of Tranquil Repose | 583 | Common | $0.31 |
Hotel of Fears | 584 | Common | $0.33 |
Human-Time Lord Meta-Crisis | 585 | Common | $0.50 |
Kerblam! Warehouse | 586 | Common | $0.34 |
Lake Silencio | 587 | Common | $0.43 |
The Lux Foundation Library | 588 | Common | $0.46 |
The Matrix of Time | 589 | Common | $0.39 |
Mondassian Colony Ship | 590 | Common | $0.32 |
The Moonbase | 591 | Common | $0.38 |
New New York | 592 | Common | $0.45 |
North Pole Research Base | 593 | Common | $0.33 |
Ood Sphere | 594 | Common | $0.49 |
Pompeii | 595 | Common | $0.40 |
Prime Minister's Cabinet Room | 596 | Common | $0.41 |
The Pyramid of Mars | 597 | Common | $0.31 |
Singing Towers of Darillium | 598 | Common | $0.30 |
Spectrox Mines | 599 | Common | $0.32 |
Stormcage Containment Facility | 600 | Common | $0.22 |
TARDIS Bay | 601 | Common | $0.33 |
Temple of Atropos | 602 | Common | $0.26 |
Two Streams Facility | 603 | Common | $0.45 |
UNIT Headquarters | 604 | Common | $0.35 |
Unleash the Flux | 605 | Common | $0.32 |
Davros, Dalek Creator | 606 | Mythic | $2.30 |
The Fourth Doctor | 607 | Mythic | $0.38 |
The Tenth Doctor | 608 | Mythic | $1.50 |
The Thirteenth Doctor | 609 | Mythic | $1.24 |
Rose Tyler | 610 | Rare | $2.98 |
Sarah Jane Smith | 611 | Rare | $0.99 |
Yasmin Khan | 612 | Rare | $0.85 |
Missy | 613 | Rare | $0.83 |
Clara Oswald | 614 | Rare | $5.46 |
Adipose Offspring | 615 | Rare | $0.55 |
Astrid Peth | 616 | Rare | $10.97 |
Atraxi Warden | 617 | Uncommon | $2.00 |
Banish to Another Universe | 618 | Uncommon | $2.44 |
Barbara Wright | 619 | Rare | $5.58 |
The Caves of Androzani | 620 | Rare | $2.20 |
Crack in Time | 621 | Rare | $0.63 |
Crisis of Conscience | 622 | Rare | $0.71 |
Everybody Lives! | 623 | Rare | $18.34 |
Everything Comes to Dust | 624 | Rare | $6.99 |
Four Knocks | 625 | Rare | $1.29 |
The Girl in the Fireplace | 626 | Rare | $2.90 |
Ian Chesterton | 627 | Rare | $1.58 |
Jo Grant | 628 | Rare | $0.47 |
The Night of the Doctor | 629 | Rare | $4.90 |
The Pandorica | 630 | Rare | $1.47 |
Peri Brown | 631 | Rare | $0.78 |
Romana II | 632 | Rare | $0.82 |
Tegan Jovanka | 633 | Rare | $0.81 |
Trial of a Time Lord | 634 | Rare | $5.02 |
The War Games | 635 | Rare | $3.39 |
The Wedding of River Song | 636 | Rare | $1.28 |
Wilfred Mott | 637 | Rare | $0.86 |
Adric, Mathematical Genius | 638 | Rare | $3.90 |
All of History, All at Once | 639 | Rare | $1.09 |
An Unearthly Child | 640 | Rare | $3.77 |
Auton Soldier | 641 | Rare | $17.88 |
Become the Pilot | 642 | Rare | $0.57 |
Cyber Conversion | 643 | Rare | $5.18 |
Danny Pink | 644 | Rare | $27.64 |
Don't Blink | 645 | Uncommon | $2.12 |
The Eleventh Hour | 646 | Rare | $0.88 |
Five Hundred Year Diary | 647 | Rare | $2.60 |
Flatline | 648 | Rare | $2.30 |
Flesh Duplicate | 649 | Rare | $15.85 |
The Flood of Mars | 650 | Rare | $5.86 |
Hunted by The Family | 651 | Rare | $0.76 |
K-9, Mark I | 652 | Rare | $6.41 |
Martha Jones | 653 | Rare | $1.18 |
Nanogene Conversion | 654 | Rare | $9.28 |
Nardole, Resourceful Cyborg | 655 | Rare | $1.02 |
Nyssa of Traken | 656 | Rare | $0.45 |
Quantum Misalignment | 657 | Rare | $29.40 |
Renegade Silent | 658 | Uncommon | $7.80 |
Reverse the Polarity | 659 | Rare | $3.06 |
Star Whale | 660 | Uncommon | $19.16 |
Start the TARDIS | 661 | Uncommon | $2.60 |
Surge of Brilliance | 662 | Uncommon | $9.75 |
Time Beetle | 663 | Uncommon | $10.21 |
Time Lord Regeneration | 664 | Uncommon | $3.98 |
Traverse Eternity | 665 | Rare | $2.99 |
Twice Upon a Time // Unlikely Meeting | 666 | Rare | $4.38 |
Wibbly-wobbly, Timey-wimey | 667 | Common | $6.97 |
Zygon Infiltrator | 668 | Uncommon | $2.80 |
Dalek Drone | 669 | Rare | $2.85 |
Dalek Squadron | 670 | Uncommon | $7.63 |
Death in Heaven | 671 | Rare | $6.77 |
Doomsday Confluence | 672 | Rare | $1.29 |
Exterminate! | 673 | Uncommon | $6.58 |
Genesis of the Daleks | 674 | Rare | $10.64 |
This Is How It Ends | 675 | Rare | $1.49 |
Time Reaper | 676 | Rare | $0.65 |
The Toymaker's Trap | 677 | Rare | $0.58 |
Vashta Nerada | 678 | Rare | $6.29 |
Vislor Turlough | 679 | Rare | $1.17 |
Amy Pond | 680 | Rare | $0.88 |
Bill Potts | 681 | Rare | $0.29 |
Coward // Killer | 682 | Rare | $0.59 |
Dan Lewis | 683 | Rare | $1.01 |
Day of the Moon | 684 | Rare | $2.13 |
Decaying Time Loop | 685 | Uncommon | $7.71 |
Delete | 686 | Rare | $3.63 |
Donna Noble | 687 | Rare | $1.86 |
Ecstatic Beauty | 688 | Rare | $1.01 |
Ensnared by the Mara | 689 | Rare | $9.53 |
Flaming Tyrannosaurus | 690 | Rare | $9.06 |
The Flux | 691 | Rare | $5.42 |
Impending Flux | 692 | Rare | $0.68 |
Into the Time Vortex | 693 | Rare | $7.37 |
Iraxxa, Empress of Mars | 694 | Uncommon | $9.77 |
Memory Worm | 695 | Uncommon | $4.88 |
The Parting of the Ways | 696 | Rare | $7.90 |
Return the Past | 697 | Rare | $2.25 |
RMS Titanic | 698 | Rare | $12.40 |
Ryan Sinclair | 699 | Rare | $0.97 |
Sibylline Soothsayer | 700 | Uncommon | $2.01 |
Sontaran General | 701 | Uncommon | $3.53 |
The Sound of Drums | 702 | Rare | $6.73 |
Ace, Fearless Rebel | 703 | Rare | $0.33 |
City of Death | 704 | Rare | $8.11 |
Displaced Dinosaurs | 705 | Uncommon | $18.90 |
The Five Doctors | 706 | Rare | $0.56 |
The Foretold Soldier | 707 | Rare | $0.88 |
Fugitive of the Judoon | 708 | Rare | $1.82 |
Graham O'Brien | 709 | Rare | $0.90 |
Jamie McCrimmon | 710 | Rare | $0.49 |
Karvanista, Loyal Lupari // Lupari Shield | 711 | Rare | $5.05 |
Leela, Sevateem Warrior | 712 | Rare | $0.50 |
The Sea Devils | 713 | Rare | $1.79 |
Sisterhood of Karn | 714 | Rare | $0.71 |
Susan Foreman | 715 | Rare | $0.99 |
Thijarian Witness | 716 | Uncommon | $0.50 |
Alistair, the Brigadier | 717 | Rare | $0.93 |
Ashad, the Lone Cyberman | 718 | Rare | $1.81 |
The Beast, Deathless Prince | 719 | Rare | $1.78 |
Bigger on the Inside | 720 | Uncommon | $15.97 |
Blink | 721 | Rare | $5.54 |
Cult of Skaro | 722 | Rare | $1.04 |
The Curse of Fenric | 723 | Rare | $1.90 |
The Cyber-Controller | 724 | Rare | $3.69 |
The Dalek Emperor | 725 | Rare | $1.47 |
The Day of the Doctor | 726 | Rare | $4.68 |
Dinosaurs on a Spaceship | 727 | Rare | $10.01 |
Duggan, Private Detective | 728 | Rare | $0.70 |
The Eighth Doctor | 729 | Rare | $0.22 |
The Eleventh Doctor | 730 | Rare | $1.06 |
The Face of Boe | 731 | Rare | $0.53 |
The Fifth Doctor | 732 | Rare | $0.41 |
The First Doctor | 733 | Rare | $0.29 |
Frost Fair Lure Fish | 734 | Rare | $0.37 |
The Fugitive Doctor | 735 | Rare | $0.93 |
Gallifrey Falls // No More | 736 | Rare | $7.18 |
Gallifrey Stands | 737 | Rare | $1.22 |
Great Intelligence's Plan | 738 | Uncommon | $9.75 |
Heaven Sent | 739 | Rare | $4.33 |
Idris, Soul of the TARDIS | 740 | Rare | $0.34 |
Jenny Flint | 741 | Rare | $1.13 |
Jenny, Generated Anomaly | 742 | Rare | $0.91 |
Judoon Enforcers | 743 | Uncommon | $5.26 |
Kate Stewart | 744 | Rare | $0.39 |
Last Night Together | 745 | Rare | $1.29 |
Lunar Hatchling | 746 | Rare | $0.45 |
Madame Vastra | 747 | Rare | $0.62 |
The Master, Formed Anew | 748 | Rare | $0.43 |
The Master, Gallifrey's End | 749 | Rare | $0.85 |
The Master, Mesmerist | 750 | Rare | $0.54 |