Doctor Who
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.
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.)
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.
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.)
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.
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.
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.
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.)
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.
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.
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.
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.)
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.)
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
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.
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.)
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 {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.
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.)
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.
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.)
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.
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.
Permanents you control gain hexproof and indestructible until end of turn.
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
Return a creature you control to its owner's hand, then destroy all creatures.
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.
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 {G} or {W}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}.
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped. {T}: Add {U} or {B}. {1}{U}{B}: This land becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land.
{1}, {T}: Add {U}{B}.
This land enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.
{T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card.
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.
This land enters tapped unless you control two or more other lands. {T}: Add {G} or {U}.
This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.
{T}: Add one mana of any color that a land an opponent controls could produce.
({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice this land: Draw a card.
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}.
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {R}.
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}.
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}.
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.
({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}.)
(This token can be used to represent a token that's a copy of a permanent.)
Doctors you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
Doctor spells you cast cost {1} less to cast.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Vanishing 3 Prevent all damage that would be dealt to this creature.
First strike, vigilance Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn.
Menace
Enchant creature Enchanted creature gets +2/+2 and is goaded.
Islandwalk
Deathtouch
Flying
Flying, haste
{2}, Sacrifice this token: Draw a card.
{2}, Sacrifice this token: Draw a card.
{2}, Sacrifice this token: Draw a card.
(You can cover a face-down creature that has become a Cyberman with this reminder card. It's a 2/2 Cyberman artifact creature.)
{2}, {T}, Sacrifice this token: You gain 3 life.
{2}, {T}, Sacrifice this token: You gain 3 life.
{2}, {T}, Sacrifice this token: You gain 3 life.
{T}, Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
{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. (This token's mana cost is {2}{U}{U}.)
(This token can be used to represent a token that's a copy of a permanent.)
Doctors you control have horsemanship. (They can't be blocked except by creatures with horsemanship.)
Doctor spells you cast cost {1} less to cast.
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Vanishing 3 Prevent all damage that would be dealt to this creature.
First strike, vigilance Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn.
Menace
Enchant creature Enchanted creature gets +2/+2 and is goaded.
Islandwalk
Deathtouch
Flying
Flying, haste
{2}, Sacrifice this token: Draw a card.
{2}, Sacrifice this token: Draw a card.
{2}, Sacrifice this token: Draw a card.
(You can cover a face-down creature that has become a Cyberman with this reminder card. It's a 2/2 Cyberman artifact creature.)
{2}, {T}, Sacrifice this token: You gain 3 life.
{2}, {T}, Sacrifice this token: You gain 3 life.
{2}, {T}, Sacrifice this token: You gain 3 life.
{T}, Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
{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. (This token's mana cost is {2}{U}{U}.)
| Card | Number | Rarity | Price |
|---|---|---|---|
The Eighth Doctor | 1001 | Rare | $1.52 |
The Eleventh Doctor | 1002 | Rare | $4.50 |
The Face of Boe | 1003 | Rare | $1.15 |
The Fifth Doctor | 1004 | Rare | $1.36 |
The First Doctor | 1005 | Rare | $0.81 |
The Fourth Doctor | 1006 | Mythic | $1.45 |
Frost Fair Lure Fish | 1007 | Rare | $0.52 |
The Fugitive Doctor | 1008 | Rare | $0.72 |
Gallifrey Stands | 1009 | Rare | $3.24 |
Idris, Soul of the TARDIS | 1010 | Rare | $0.47 |
Jenny Flint | 1011 | Rare | $2.63 |
Jenny, Generated Anomaly | 1012 | Rare | $1.44 |
Kate Stewart | 1013 | Rare | $0.56 |
Last Night Together | 1014 | Rare | $2.05 |
Lunar Hatchling | 1015 | Rare | $0.45 |
Madame Vastra | 1016 | Rare | $3.06 |
The Master, Formed Anew | 1017 | Rare | $0.55 |
The Master, Gallifrey's End | 1018 | Rare | $0.49 |
The Master, Mesmerist | 1019 | Rare | $0.50 |
The Master, Multiplied | 1020 | Rare | $11.21 |
Me, the Immortal | 1021 | Rare | $3.98 |
Missy | 1022 | Rare | $2.39 |
The Ninth Doctor | 1023 | Rare | $3.12 |
The Rani | 1024 | Rare | $1.83 |
Rassilon, the War President | 1025 | Rare | $0.42 |
Regenerations Restored | 1026 | Rare | $0.69 |
River Song | 1027 | Rare | $2.71 |
Rory Williams | 1028 | Rare | $1.78 |
Run for Your Life | 1029 | Rare | $0.84 |
Sally Sparrow | 1030 | Rare | $1.18 |
The Second Doctor | 1031 | Rare | $4.03 |
Sergeant John Benton | 1032 | Rare | $12.77 |
The Seventh Doctor | 1033 | Rare | $0.98 |
The Sixth Doctor | 1034 | Rare | $3.72 |
Strax, Sontaran Nurse | 1035 | Rare | $0.52 |
Sycorax Commander | 1036 | Rare | $0.65 |
The Tenth Doctor | 1037 | Mythic | $7.23 |
The Third Doctor | 1038 | Rare | $1.01 |
The Thirteenth Doctor | 1039 | Mythic | $2.83 |
The Twelfth Doctor | 1040 | Rare | $3.92 |
The Valeyard | 1041 | Rare | $5.39 |
Vrestin, Menoptra Leader | 1042 | Rare | $2.94 |
The War Doctor | 1043 | Rare | $3.89 |
Weeping Angel | 1044 | Rare | $4.18 |
Ace's Baseball Bat | 1045 | Rare | $2.92 |
Bessie, the Doctor's Roadster | 1046 | Rare | $2.33 |
Confession Dial | 1047 | Rare | $1.32 |
Cybermen Squadron | 1048 | Rare | $19.98 |
Cybership | 1049 | Rare | $4.38 |
The Moment | 1050 | Rare | $1.21 |
River Song's Diary | 1051 | Rare | $3.39 |
Rotating Fireplace | 1052 | Rare | $1.57 |
Gallifrey Council Chamber | 1053 | Rare | $4.69 |
Trenzalore Clocktower | 1054 | Rare | $3.51 |
Day of Destiny | 1055 | Rare | $0.94 |
Farewell | 1056 | Rare | $10.45 |
Grasp of Fate | 1057 | Rare | $1.43 |
Out of Time | 1058 | Rare | $0.87 |
Wedding Ring | 1059 | Mythic | $12.91 |
As Foretold | 1060 | Rare | $1.37 |
Inspiring Refrain | 1061 | Rare | $0.80 |
Wound Reflection | 1062 | Rare | $4.81 |
Blasphemous Act | 1063 | Rare | $4.34 |
Chaos Warp | 1064 | Rare | $2.52 |
Cursed Mirror | 1065 | Rare | $10.77 |
Carpet of Flowers | 1066 | Rare | $5.83 |
Heroic Intervention | 1067 | Rare | $11.88 |
Fractured Identity | 1068 | Rare | $1.40 |
Time Wipe | 1069 | Rare | $1.18 |
Heroes' Podium | 1070 | Rare | $4.39 |
Solemn Simulacrum | 1071 | Rare | $2.23 |
Canopy Vista | 1072 | Rare | $2.89 |
Canyon Slough | 1073 | Rare | $1.21 |
Celestial Colonnade | 1074 | Rare | $0.73 |
Choked Estuary | 1075 | Rare | $1.70 |
Cinder Glade | 1076 | Rare | $2.60 |
Creeping Tar Pit | 1077 | Rare | $0.98 |
Darkwater Catacombs | 1078 | Rare | $1.41 |
Deserted Beach | 1079 | Rare | $5.78 |
Desolate Lighthouse | 1080 | Rare | $0.73 |
Dragonskull Summit | 1081 | Rare | $3.72 |
Dreamroot Cascade | 1082 | Rare | $4.21 |
Drowned Catacomb | 1083 | Rare | $4.25 |
Exotic Orchard | 1084 | Rare | $18.31 |
Fetid Pools | 1085 | Rare | $2.15 |
Fiery Islet | 1086 | Rare | $5.97 |
Foreboding Ruins | 1087 | Rare | $1.93 |
Fortified Village | 1088 | Rare | $2.59 |
Frostboil Snarl | 1089 | Rare | $1.64 |
Furycalm Snarl | 1090 | Rare | $2.53 |
Game Trail | 1091 | Rare | $2.63 |
Glacial Fortress | 1092 | Rare | $3.59 |
Haunted Ridge | 1093 | Rare | $6.69 |
Horizon Canopy | 1094 | Rare | $2.14 |
Irrigated Farmland | 1095 | Rare | $0.92 |
Lavaclaw Reaches | 1096 | Rare | $0.50 |
Overgrown Farmland | 1097 | Rare | $3.88 |
Port Town | 1098 | Rare | $3.64 |
Prairie Stream | 1099 | Rare | $1.19 |
River of Tears | 1100 | Rare | $0.89 |
Rockfall Vale | 1101 | Rare | $4.92 |
Rootbound Crag | 1102 | Rare | $1.91 |
Scattered Groves | 1103 | Rare | $1.31 |
Shadowblood Ridge | 1104 | Rare | $1.20 |
Sheltered Thicket | 1105 | Rare | $0.96 |
Shipwreck Marsh | 1106 | Rare | $6.96 |
Skycloud Expanse | 1107 | Rare | $1.46 |
Smoldering Marsh | 1108 | Rare | $4.02 |
Stormcarved Coast | 1109 | Rare | $6.78 |
Sunbaked Canyon | 1110 | Rare | $3.84 |
Sundown Pass | 1111 | Rare | $7.17 |
Sungrass Prairie | 1112 | Rare | $0.98 |
Sunken Hollow | 1113 | Rare | $2.86 |
Temple of Abandon | 1114 | Rare | $0.48 |
Temple of Deceit | 1115 | Rare | $1.00 |
Temple of Enlightenment | 1116 | Rare | $0.68 |
Temple of Epiphany | 1117 | Rare | $0.85 |
Temple of Malice | 1118 | Rare | $0.98 |
Temple of Mystery | 1119 | Rare | $1.00 |
Temple of Plenty | 1120 | Rare | $1.81 |
Temple of Triumph | 1121 | Rare | $0.62 |
Thespian's Stage | 1122 | Rare | $3.16 |
Vineglimmer Snarl | 1123 | Rare | $1.73 |
War Room | 1124 | Rare | $6.32 |
Waterlogged Grove | 1125 | Rare | $3.04 |
Rose Tyler | 1126 | Rare | $12.82 |
Sarah Jane Smith | 1127 | Rare | $8.35 |
K-9, Mark I | 1128 | Rare | $34.39 |
Dalek Squadron | 1129 | Uncommon | $18.34 |
Yasmin Khan | 1130 | Rare | $2.68 |
Davros, Dalek Creator | 1131 | Mythic | $11.34 |
The Fugitive Doctor | 1132 | Rare | $4.63 |
The Master, Formed Anew | 1133 | Rare | $2.32 |
The Master, Gallifrey's End | 1134 | Rare | $6.12 |
The Master, Mesmerist | 1135 | Rare | $3.42 |
The Master, Multiplied | 1136 | Rare | $36.21 |
Missy | 1137 | Rare | $14.25 |
River Song | 1138 | Rare | $19.91 |
The War Doctor | 1139 | Rare | $14.36 |
Weeping Angel | 1140 | Rare | $8.89 |
Cyberman Patrol | 1141 | Uncommon | $23.10 |
TARDIS | 1142 | Uncommon | $34.80 |
The First Doctor | 1143 | Rare | $5.65 |
The Second Doctor | 1144 | Rare | $11.73 |
The Third Doctor | 1145 | Rare | $8.88 |
The Fourth Doctor | 1146 | Mythic | $13.67 |
The Fifth Doctor | 1147 | Rare | $6.61 |
The Sixth Doctor | 1148 | Rare | $32.73 |
The Seventh Doctor | 1149 | Rare | $6.58 |
The Eighth Doctor | 1150 | Rare | $5.72 |
The Ninth Doctor | 1151 | Rare | $13.88 |
The Tenth Doctor | 1152 | Mythic | $58.91 |
The Eleventh Doctor | 1153 | Rare | $10.93 |
The Twelfth Doctor | 1154 | Rare | $18.84 |
The Thirteenth Doctor | 1155 | Mythic | $22.37 |
Plains | 1156 | Common | $1.05 |
Plains | 1157 | Common | $1.42 |
Island | 1158 | Common | $1.18 |
Island | 1159 | Common | $1.81 |
Swamp | 1160 | Common | $0.78 |
Swamp | 1161 | Common | $1.70 |
Mountain | 1162 | Common | $1.26 |
Mountain | 1163 | Common | $2.01 |
Forest | 1164 | Common | $0.81 |
Forest | 1165 | Common | $2.01 |
Copy | 1 | N/A | |
Alien | 2 | N/A | |
Alien Rhino | 3 | N/A | |
Horse | 4 | N/A | |
Human | 5 | N/A | |
Human | 6 | N/A | |
Human Noble | 7 | N/A | |
Soldier | 8 | N/A | |
Warrior | 9 | N/A | |
Fish | 10 | N/A | |
Alien Angel | 11 | N/A | |
Dalek | 12 | N/A | |
Human Rogue | 13 | N/A | |
Alien Warrior | 14 | N/A | |
Mark of the Rani | 15 | N/A | |
Alien Salamander | 16 | N/A | |
Beast | 17 | N/A | |
Mutant | 18 | N/A | |
Alien Insect | 19 | N/A | |
Dinosaur | 20 | N/A | |
Clue | 21 | N/A | |
Clue | 22 | N/A | |
Clue | 23 | N/A | |
Cyberman | 24 | N/A | |
Food | 25 | N/A | |
Food | 26 | N/A | |
Food | 27 | N/A | |
Treasure | 28 | N/A | |
Treasure | 29 | N/A | |
Treasure | 30 | N/A | |
Treasure | 31 | N/A | |
Osgood, Operation Double | 32 | N/A | |
Copy | 33 | N/A | |
Alien | 34 | N/A | |
Alien Rhino | 35 | N/A | |
Horse | 36 | N/A | |
Human | 37 | N/A | |
Human | 38 | N/A | |
Human Noble | 39 | N/A | |
Soldier | 40 | N/A | |
Warrior | 41 | N/A | |
Fish | 42 | N/A | |
Alien Angel | 43 | N/A | |
Dalek | 44 | N/A | |
Human Rogue | 45 | N/A | |
Alien Warrior | 46 | N/A | |
Mark of the Rani | 47 | N/A | |
Alien Salamander | 48 | N/A | |
Beast | 49 | N/A | |
Mutant | 50 | N/A | |
Alien Insect | 51 | N/A | |
Dinosaur | 52 | N/A | |
Clue | 53 | N/A | |
Clue | 54 | N/A | |
Clue | 55 | N/A | |
Cyberman | 56 | N/A | |
Food | 57 | N/A | |
Food | 58 | N/A | |
Food | 59 | N/A | |
Treasure | 60 | N/A | |
Treasure | 61 | N/A | |
Treasure | 62 | N/A | |
Treasure | 63 | N/A | |
Osgood, Operation Double | 64 | N/A |