Cockatrice/Magic-Spoiler 2023-10-08 00:45:06 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/WHO.xml WHO Doctor Who (Spoiler) Commander 2023-10-13 Ace's Baseball Bat 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} Legendary Artifact — Equipment Artifact 2 2 WHO 1 Ace's Baseball Bat 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} Legendary Artifact — Equipment Artifact 2 2 WHO 1 Ace's Baseball Bat 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} Legendary Artifact — Equipment Artifact 2 2 WHO 1 Ace's Baseball Bat 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} Legendary Artifact — Equipment Artifact 2 2 WHO 1 Ace, Fearless Rebel Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Rebel Creature 4 3G 2/2 WHO 2 Ace, Fearless Rebel Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Rebel Creature 4 3G 2/2 WHO 2 Ace, Fearless Rebel Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Rebel Creature 4 3G 2/2 WHO 2 Ace, Fearless Rebel Nitro-9 — Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Rebel Creature 4 3G 2/2 WHO 2 Adipose Offspring 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 Adipose Offspring enters the battlefield, create a 2/2 white Alien creature token. If Adipose Offspring's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness. W Creature — Alien Creature 4 3W 2/2 WHO 2 Adipose Offspring 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 Adipose Offspring enters the battlefield, create a 2/2 white Alien creature token. If Adipose Offspring's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness. W Creature — Alien Creature 4 3W 2/2 WHO 2 Adipose Offspring 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 Adipose Offspring enters the battlefield, create a 2/2 white Alien creature token. If Adipose Offspring's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness. W Creature — Alien Creature 4 3W 2/2 WHO 2 Adipose Offspring 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 Adipose Offspring enters the battlefield, create a 2/2 white Alien creature token. If Adipose Offspring's emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature's toughness. W Creature — Alien Creature 4 3W 2/2 WHO 2 Adric, Mathematical Genius {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.) U Legendary Creature — Human Artificer Creature 2 1U 1/1 WHO 2 Adric, Mathematical Genius {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.) U Legendary Creature — Human Artificer Creature 2 1U 1/1 WHO 2 Adric, Mathematical Genius {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.) U Legendary Creature — Human Artificer Creature 2 1U 1/1 WHO 2 Adric, Mathematical Genius {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.) U Legendary Creature — Human Artificer Creature 2 1U 1/1 WHO 2 Alistair, the Brigadier 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. GUW Legendary Creature — Human Soldier Creature 4 1GWU 3/3 WHO 2 Alistair, the Brigadier 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. GUW Legendary Creature — Human Soldier Creature 4 1GWU 3/3 WHO 2 Alistair, the Brigadier 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. GUW Legendary Creature — Human Soldier Creature 4 1GWU 3/3 WHO 2 Alistair, the Brigadier 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. GUW Legendary Creature — Human Soldier Creature 4 1GWU 3/3 WHO 2 All of History, All at Once 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.) U Sorcery Sorcery 4 2UU WHO 3 All of History, All at Once 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.) U Sorcery Sorcery 4 2UU WHO 3 All of History, All at Once 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.) U Sorcery Sorcery 4 2UU WHO 3 All of History, All at Once 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.) U Sorcery Sorcery 4 2UU WHO 3 Amy Pond Partner with Rory Williams (When this creature enters the battlefield, 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Amy Pond Partner with Rory Williams (When this creature enters the battlefield, 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Amy Pond Partner with Rory Williams (When this creature enters the battlefield, 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Amy Pond Partner with Rory Williams (When this creature enters the battlefield, 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Amy's Home 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.) Plane — Earth 0 WHO 1 An Unearthly Child (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. U Enchantment — Saga Enchantment 3 1UU WHO 1 An Unearthly Child (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. U Enchantment — Saga Enchantment 3 1UU WHO 1 Antarctic Research Base 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. Plane — Earth 0 WHO 1 Aplan Mortarium Byzantium Radiation — At the beginning of your upkeep, put an exposure counter on Aplan Mortarium. Then you lose life equal to the number of exposure counters on it. Whenever chaos ensues, create two 2/2 black Alien Angel artifact creature tokens with first strike, vigilance, and "Whenever an opponent casts a creature spell, this permanent isn't a creature until end of turn." Plane — Alfava Metraxis 0 WHO 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 WHO 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 WHO 1 As Foretold At the beginning of your upkeep, put a time counter on As Foretold. 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 As Foretold. U Enchantment Enchantment 3 2U WHO 1 As Foretold At the beginning of your upkeep, put a time counter on As Foretold. 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 As Foretold. U Enchantment Enchantment 3 2U WHO 1 As Foretold At the beginning of your upkeep, put a time counter on As Foretold. 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 As Foretold. U Enchantment Enchantment 3 2U WHO 1 As Foretold At the beginning of your upkeep, put a time counter on As Foretold. 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 As Foretold. U Enchantment Enchantment 3 2U WHO 1 Ash Barrens {T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Land Land 0 WHO 0 Ash Barrens {T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Land Land 0 WHO 0 Ashad, the Lone Cyberman The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman. BRU Legendary Artifact Creature — Cyberman Creature 4 1UBR 3/3 WHO 2 Ashad, the Lone Cyberman The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman. BRU Legendary Artifact Creature — Cyberman Creature 4 1UBR 3/3 WHO 2 Ashad, the Lone Cyberman The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman. BRU Legendary Artifact Creature — Cyberman Creature 4 1UBR 3/3 WHO 2 Ashad, the Lone Cyberman The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.) Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman. BRU Legendary Artifact Creature — Cyberman Creature 4 1UBR 3/3 WHO 2 Astrid Peth Whenever Astrid Peth enters the battlefield or attacks, create a Food token. Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Astrid Peth Whenever Astrid Peth enters the battlefield or attacks, create a Food token. Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Astrid Peth Whenever Astrid Peth enters the battlefield or attacks, create a Food token. Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Astrid Peth Whenever Astrid Peth enters the battlefield or attacks, create a Food token. Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Atraxi Warden Flying When Atraxi Warden enters the battlefield, 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, cast it without paying its mana cost. It has haste.) W Creature — Alien Eye Creature 6 4WW 6/6 WHO 2 Atraxi Warden Flying When Atraxi Warden enters the battlefield, 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, cast it without paying its mana cost. It has haste.) W Creature — Alien Eye Creature 6 4WW 6/6 WHO 2 Auton Soldier You may have Auton Soldier enter the battlefield as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) U Artifact Creature — Alien Soldier Creature 6 4UU 0/0 WHO 2 Auton Soldier You may have Auton Soldier enter the battlefield as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) U Artifact Creature — Alien Soldier Creature 6 4UU 0/0 WHO 2 Auton Soldier You may have Auton Soldier enter the battlefield as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) U Artifact Creature — Alien Soldier Creature 6 4UU 0/0 WHO 2 Auton Soldier You may have Auton Soldier enter the battlefield as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) U Artifact Creature — Alien Soldier Creature 6 4UU 0/0 WHO 2 Bad Wolf Bay At the beginning of combat on your turn, exile up to one target creature. Return it to the battlefield under its owner's control at the beginning of the next end step. When chaos ensues, cards can't enter the battlefield from exile this turn. Then planeswalk. Plane — Earth 0 WHO 1 Banish to Another Universe Affinity for historic permanents (This spell costs {1} less to cast for each artifact, legendary, and/or Saga permanent you control.) When Banish to Another Universe enters the battlefield, exile target nonland permanent an opponent controls until Banish to Another Universe leaves the battlefield. W Enchantment Enchantment 5 4W WHO 1 Banish to Another Universe Affinity for historic permanents (This spell costs {1} less to cast for each artifact, legendary, and/or Saga permanent you control.) When Banish to Another Universe enters the battlefield, exile target nonland permanent an opponent controls until Banish to Another Universe leaves the battlefield. W Enchantment Enchantment 5 4W WHO 1 Barbara Wright History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Advisor Creature 2 1W 1/3 WHO 2 Barbara Wright History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Advisor Creature 2 1W 1/3 WHO 2 Barbara Wright History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Advisor Creature 2 1W 1/3 WHO 2 Barbara Wright History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Advisor Creature 2 1W 1/3 WHO 2 Beast Within Destroy target permanent. Its controller creates a 3/3 green Beast creature token. G Instant Instant 3 2G WHO 3 Beast Within Destroy target permanent. Its controller creates a 3/3 green Beast creature token. G Instant Instant 3 2G WHO 3 Become the Pilot 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. U Enchantment — Aura Enchantment 5 3UU WHO 1 Become the Pilot 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. U Enchantment — Aura Enchantment 5 3UU WHO 1 Become the Pilot 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. U Enchantment — Aura Enchantment 5 3UU WHO 1 Become the Pilot 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. U Enchantment — Aura Enchantment 5 3UU WHO 1 Besieged Viking Village 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. Plane — Earth 0 WHO 1 Bessie, the Doctor's Roadster 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.) Legendary Artifact — Vehicle Artifact 2 2 3/4 WHO 1 Bessie, the Doctor's Roadster 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.) Legendary Artifact — Vehicle Artifact 2 2 3/4 WHO 1 Bessie, the Doctor's Roadster 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.) Legendary Artifact — Vehicle Artifact 2 2 3/4 WHO 1 Bessie, the Doctor's Roadster 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.) Legendary Artifact — Vehicle Artifact 2 2 3/4 WHO 1 Bigger on the Inside 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.) GR Enchantment — Aura Enchantment 5 3RG WHO 1 Bigger on the Inside 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.) GR Enchantment — Aura Enchantment 5 3RG WHO 1 Bill Potts 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.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Bill Potts 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.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Bill Potts 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.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Bill Potts 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.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Blasphemous Act This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. R Sorcery Sorcery 9 8R WHO 3 Blasphemous Act This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. R Sorcery Sorcery 9 8R WHO 3 Blasphemous Act This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. R Sorcery Sorcery 9 8R WHO 3 Blasphemous Act This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. R Sorcery Sorcery 9 8R WHO 3 Blink (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 permanent isn't a creature until end of turn." BU Enchantment — Saga Enchantment 4 2UB WHO 1 Blink (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 permanent isn't a creature until end of turn." BU Enchantment — Saga Enchantment 4 2UB WHO 1 Bowie Base One 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.) Plane — Mars 0 WHO 1 Canopy Vista ({T}: Add {G} or {W}.) Canopy Vista enters the battlefield tapped unless you control two or more basic lands. Land — Forest Plains Land 0 WHO 1 0 Canopy Vista ({T}: Add {G} or {W}.) Canopy Vista enters the battlefield tapped unless you control two or more basic lands. Land — Forest Plains Land 0 WHO 1 0 Canopy Vista ({T}: Add {G} or {W}.) Canopy Vista enters the battlefield tapped unless you control two or more basic lands. Land — Forest Plains Land 0 WHO 1 0 Canopy Vista ({T}: Add {G} or {W}.) Canopy Vista enters the battlefield tapped unless you control two or more basic lands. Land — Forest Plains Land 0 WHO 1 0 Canyon Slough ({T}: Add {B} or {R}.) Canyon Slough enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Swamp Mountain Land 0 WHO 1 0 Canyon Slough ({T}: Add {B} or {R}.) Canyon Slough enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Swamp Mountain Land 0 WHO 1 0 Canyon Slough ({T}: Add {B} or {R}.) Canyon Slough enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Swamp Mountain Land 0 WHO 1 0 Canyon Slough ({T}: Add {B} or {R}.) Canyon Slough enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Swamp Mountain Land 0 WHO 1 0 Carpet of Flowers 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. G Enchantment Enchantment 1 G WHO 1 Carpet of Flowers 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. G Enchantment Enchantment 1 G WHO 1 Carpet of Flowers 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. G Enchantment Enchantment 1 G WHO 1 Carpet of Flowers 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. G Enchantment Enchantment 1 G WHO 1 Caught in a Parallel Universe 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.) Phenomenon 0 WHO 1 Celestial Colonnade Celestial Colonnade enters the battlefield tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land. Land Land 0 WHO 1 0 Celestial Colonnade Celestial Colonnade enters the battlefield tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land. Land Land 0 WHO 1 0 Celestial Colonnade Celestial Colonnade enters the battlefield tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land. Land Land 0 WHO 1 0 Celestial Colonnade Celestial Colonnade enters the battlefield tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land. Land Land 0 WHO 1 0 Chaos Warp 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. R Instant Instant 3 2R WHO 3 Chaos Warp 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. R Instant Instant 3 2R WHO 3 Chaos Warp 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. R Instant Instant 3 2R WHO 3 Chaos Warp 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. R Instant Instant 3 2R WHO 3 Choked Estuary As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Choked Estuary As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Choked Estuary As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Choked Estuary As Choked Estuary enters the battlefield, you may reveal an Island or Swamp card from your hand. If you don't, Choked Estuary enters the battlefield tapped. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Cinder Glade ({T}: Add {R} or {G}.) Cinder Glade enters the battlefield tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 WHO 1 0 Cinder Glade ({T}: Add {R} or {G}.) Cinder Glade enters the battlefield tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 WHO 1 0 Cinder Glade ({T}: Add {R} or {G}.) Cinder Glade enters the battlefield tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 WHO 1 0 Cinder Glade ({T}: Add {R} or {G}.) Cinder Glade enters the battlefield tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 WHO 1 0 City of Death (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. G Enchantment — Saga Enchantment 3 2G WHO 1 City of Death (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. G Enchantment — Saga Enchantment 3 2G WHO 1 City of the Daleks 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. Plane — Skaro 0 WHO 1 Clara Oswald 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.) Legendary Creature — Human Advisor Creature 6 6 2/6 WHO 2 Clara Oswald 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.) Legendary Creature — Human Advisor Creature 6 6 2/6 WHO 2 Clara Oswald 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.) Legendary Creature — Human Advisor Creature 6 6 2/6 WHO 2 Clara Oswald 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.) Legendary Creature — Human Advisor Creature 6 6 2/6 WHO 2 Clockspinning Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it. U Instant Instant 1 U WHO 3 Clockspinning Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it. U Instant Instant 1 U WHO 3 Clockwork Droid You may exert Clockwork Droid as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.) Artifact Creature — Robot Creature 2 2 3/1 WHO 2 Clockwork Droid You may exert Clockwork Droid as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.) Artifact Creature — Robot Creature 2 2 3/1 WHO 2 Coal Hill School 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. Plane — Earth 0 WHO 1 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 WHO 0 Commander's Sphere {T}: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card. Artifact Artifact 3 3 WHO 1 Commander's Sphere {T}: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card. Artifact Artifact 3 3 WHO 1 Confession Dial When Confession Dial enters the battlefield, surveil 3. {T}: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.) Artifact Artifact 3 3 WHO 1 Confession Dial When Confession Dial enters the battlefield, surveil 3. {T}: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.) Artifact Artifact 3 3 WHO 1 Confession Dial When Confession Dial enters the battlefield, surveil 3. {T}: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.) Artifact Artifact 3 3 WHO 1 Confession Dial When Confession Dial enters the battlefield, surveil 3. {T}: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.) Artifact Artifact 3 3 WHO 1 Coward Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel. R Sorcery Sorcery 2 1R WHO 3 Killer Killer deals 3 damage to target creature and each other creature that shares a creature type with it. R Sorcery Sorcery 2 2RR WHO 3 Coward Target creature can't block this turn and becomes a Coward in addition to its other types until end of turn. Time travel. R Sorcery Sorcery 2 1R WHO 3 Killer Killer deals 3 damage to target creature and each other creature that shares a creature type with it. R Sorcery Sorcery 2 2RR WHO 3 Crack in Time Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield. W Enchantment Enchantment 4 3W WHO 1 Crack in Time Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield. W Enchantment Enchantment 4 3W WHO 1 Crack in Time Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield. W Enchantment Enchantment 4 3W WHO 1 Crack in Time Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield. W Enchantment Enchantment 4 3W WHO 1 Creeping Tar Pit Creeping Tar Pit enters the battlefield tapped. {T}: Add {U} or {B}. {1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land. Land Land 0 WHO 1 0 Creeping Tar Pit Creeping Tar Pit enters the battlefield tapped. {T}: Add {U} or {B}. {1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land. Land Land 0 WHO 1 0 Creeping Tar Pit Creeping Tar Pit enters the battlefield tapped. {T}: Add {U} or {B}. {1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land. Land Land 0 WHO 1 0 Creeping Tar Pit Creeping Tar Pit enters the battlefield tapped. {T}: Add {U} or {B}. {1}{U}{B}: Creeping Tar Pit becomes a 3/2 blue and black Elemental creature until end of turn and can't be blocked this turn. It's still a land. Land Land 0 WHO 1 0 Crisis of Conscience Choose one — • Destroy all tokens. • Destroy all nonland, nontoken permanents. W Sorcery Sorcery 6 4WW WHO 3 Crisis of Conscience Choose one — • Destroy all tokens. • Destroy all nonland, nontoken permanents. W Sorcery Sorcery 6 4WW WHO 3 Crisis of Conscience Choose one — • Destroy all tokens. • Destroy all nonland, nontoken permanents. W Sorcery Sorcery 6 4WW WHO 3 Crisis of Conscience Choose one — • Destroy all tokens. • Destroy all nonland, nontoken permanents. W Sorcery Sorcery 6 4WW WHO 3 Crumbling Necropolis Crumbling Necropolis enters the battlefield tapped. {T}: Add {U}, {B}, or {R}. Land Land 0 WHO 1 0 Crumbling Necropolis Crumbling Necropolis enters the battlefield tapped. {T}: Add {U}, {B}, or {R}. Land Land 0 WHO 1 0 Cult of Skaro 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. BRU Legendary Artifact Creature — Dalek Creature 4 1UBR 4/4 WHO 2 Cult of Skaro 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. BRU Legendary Artifact Creature — Dalek Creature 4 1UBR 4/4 WHO 2 Cult of Skaro 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. BRU Legendary Artifact Creature — Dalek Creature 4 1UBR 4/4 WHO 2 Cult of Skaro 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. BRU Legendary Artifact Creature — Dalek Creature 4 1UBR 4/4 WHO 2 Cultivate Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. G Sorcery Sorcery 3 2G WHO 3 Cultivate Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. G Sorcery Sorcery 3 2G WHO 3 Cursed Mirror {T}: Add {R}. As Cursed Mirror enters the battlefield, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste. R Artifact Artifact 3 2R WHO 1 Cursed Mirror {T}: Add {R}. As Cursed Mirror enters the battlefield, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste. R Artifact Artifact 3 2R WHO 1 Cursed Mirror {T}: Add {R}. As Cursed Mirror enters the battlefield, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste. R Artifact Artifact 3 2R WHO 1 Cursed Mirror {T}: Add {R}. As Cursed Mirror enters the battlefield, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste. R Artifact Artifact 3 2R WHO 1 Cyber Conversion Turn target creature face down. It's a 2/2 Cyberman artifact creature. U Instant Instant 2 UU WHO 3 Cyber Conversion Turn target creature face down. It's a 2/2 Cyberman artifact creature. U Instant Instant 2 UU WHO 3 Cyber Conversion Turn target creature face down. It's a 2/2 Cyberman artifact creature. U Instant Instant 2 UU WHO 3 Cyber Conversion Turn target creature face down. It's a 2/2 Cyberman artifact creature. U Instant Instant 2 UU WHO 3 Cyberman Patrol Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.) Artifact Creature — Cyberman Creature 2 2 2/2 WHO 2 Cyberman Patrol Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.) Artifact Creature — Cyberman Creature 2 2 2/2 WHO 2 Cyberman Patrol Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.) Artifact Creature — Cyberman Creature 2 2 2/2 WHO 2 Cyberman Patrol Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.) Artifact Creature — Cyberman Creature 2 2 2/2 WHO 2 Cybermat Skulk (This creature can't be blocked by creatures with greater power.) Whenever Cybermat attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures. Artifact Creature — Robot Creature 2 2 2/1 WHO 2 Cybermat Skulk (This creature can't be blocked by creatures with greater power.) Whenever Cybermat attacks and isn't blocked, it gets +X/+0 until end of turn, where X is the number of attacking artifact creatures. Artifact Creature — Robot Creature 2 2 2/1 WHO 2 Cybermen Squadron Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Artifact Creature — Cyberman Creature 7 7 5/5 WHO 2 Cybermen Squadron Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Artifact Creature — Cyberman Creature 7 7 5/5 WHO 2 Cybermen Squadron Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Artifact Creature — Cyberman Creature 7 7 5/5 WHO 2 Cybermen Squadron Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token that's a copy of that creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Artifact Creature — Cyberman Creature 7 7 5/5 WHO 2 Cybership Flying Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4 Artifact — Vehicle Artifact 6 6 8/8 WHO 1 Cybership Flying Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4 Artifact — Vehicle Artifact 6 6 8/8 WHO 1 Cybership Flying Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4 Artifact — Vehicle Artifact 6 6 8/8 WHO 1 Cybership Flying Whenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. Crew 4 Artifact — Vehicle Artifact 6 6 8/8 WHO 1 Dalek Drone Flying, menace Exterminate! — When Dalek Drone enters the battlefield, destroy target creature an opponent controls. That player loses 3 life. B Artifact Creature — Dalek Creature 5 3BB 3/3 WHO 2 Dalek Drone Flying, menace Exterminate! — When Dalek Drone enters the battlefield, destroy target creature an opponent controls. That player loses 3 life. B Artifact Creature — Dalek Creature 5 3BB 3/3 WHO 2 Dalek Drone Flying, menace Exterminate! — When Dalek Drone enters the battlefield, destroy target creature an opponent controls. That player loses 3 life. B Artifact Creature — Dalek Creature 5 3BB 3/3 WHO 2 Dalek Drone Flying, menace Exterminate! — When Dalek Drone enters the battlefield, destroy target creature an opponent controls. That player loses 3 life. B Artifact Creature — Dalek Creature 5 3BB 3/3 WHO 2 Dalek Intensive Care 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. Plane — The Dalek Asylum 0 WHO 1 Dalek Squadron Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) B Artifact Creature — Dalek Creature 3 2B 3/3 WHO 2 Dalek Squadron Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) B Artifact Creature — Dalek Creature 3 2B 3/3 WHO 2 Dalek Squadron Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) B Artifact Creature — Dalek Creature 3 2B 3/3 WHO 2 Dalek Squadron Menace Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) B Artifact Creature — Dalek Creature 3 2B 3/3 WHO 2 Dan Lewis 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.) R Legendary Creature — Human Creature 2 1R 2/2 WHO 2 Dan Lewis 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.) R Legendary Creature — Human Creature 2 1R 2/2 WHO 2 Dan Lewis 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.) R Legendary Creature — Human Creature 2 1R 2/2 WHO 2 Dan Lewis 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.) R Legendary Creature — Human Creature 2 1R 2/2 WHO 2 Danny Pink 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." U Legendary Creature — Human Soldier Advisor Creature 4 3U 4/3 WHO 2 Danny Pink 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." U Legendary Creature — Human Soldier Advisor Creature 4 3U 4/3 WHO 2 Danny Pink 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." U Legendary Creature — Human Soldier Advisor Creature 4 3U 4/3 WHO 2 Danny Pink 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." U Legendary Creature — Human Soldier Advisor Creature 4 3U 4/3 WHO 2 Darkwater Catacombs {1}, {T}: Add {U}{B}. Land Land 0 WHO 0 Darkwater Catacombs {1}, {T}: Add {U}{B}. Land Land 0 WHO 0 Darkwater Catacombs {1}, {T}: Add {U}{B}. Land Land 0 WHO 0 Darkwater Catacombs {1}, {T}: Add {U}{B}. Land Land 0 WHO 0 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Davros, Dalek Creator 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. BRU Legendary Artifact Creature — Alien Scientist Creature 4 1UBR 3/4 WHO 2 Day of Destiny Legendary creatures you control get +2/+2. W Legendary Enchantment Enchantment 4 3W WHO 1 Day of Destiny Legendary creatures you control get +2/+2. W Legendary Enchantment Enchantment 4 3W WHO 1 Day of Destiny Legendary creatures you control get +2/+2. W Legendary Enchantment Enchantment 4 3W WHO 1 Day of Destiny Legendary creatures you control get +2/+2. W Legendary Enchantment Enchantment 4 3W WHO 1 Day of the Moon (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for Day of the Moon. (Until your next turn, they attack each combat if able and attack a player other than you if able.) R Enchantment — Saga Enchantment 3 2R WHO 1 Day of the Moon (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose a creature card name, then goad all creatures with a name chosen for Day of the Moon. (Until your next turn, they attack each combat if able and attack a player other than you if able.) R Enchantment — Saga Enchantment 3 2R WHO 1 Death in Heaven (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. B Enchantment — Saga Enchantment 4 3B WHO 1 Death in Heaven (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with Death in Heaven onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures. B Enchantment — Saga Enchantment 4 3B WHO 1 Decaying Time Loop 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.) R Instant Instant 4 3R WHO 3 Decaying Time Loop 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.) R Instant Instant 4 3R WHO 3 Delete Delete deals X damage to each nonartifact creature and each player. R Sorcery Sorcery 2 XRR WHO 3 Delete Delete deals X damage to each nonartifact creature and each player. R Sorcery Sorcery 2 XRR WHO 3 Delete Delete deals X damage to each nonartifact creature and each player. R Sorcery Sorcery 2 XRR WHO 3 Delete Delete deals X damage to each nonartifact creature and each player. R Sorcery Sorcery 2 XRR WHO 3 Deserted Beach Deserted Beach enters the battlefield tapped unless you control two or more other lands. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Deserted Beach Deserted Beach enters the battlefield tapped unless you control two or more other lands. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Deserted Beach Deserted Beach enters the battlefield tapped unless you control two or more other lands. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Deserted Beach Deserted Beach enters the battlefield tapped unless you control two or more other lands. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Desolate Lighthouse {T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card. Land Land 0 WHO 0 Desolate Lighthouse {T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card. Land Land 0 WHO 0 Desolate Lighthouse {T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card. Land Land 0 WHO 0 Desolate Lighthouse {T}: Add {C}. {1}{U}{R}, {T}: Draw a card, then discard a card. Land Land 0 WHO 0 Dinosaurs on a Spaceship 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 Dinosaurs on a Spaceship while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste. RW Creature — Dinosaur Creature 6 4RW 7/7 WHO 2 Dinosaurs on a Spaceship 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 Dinosaurs on a Spaceship while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste. RW Creature — Dinosaur Creature 6 4RW 7/7 WHO 2 Dinosaurs on a Spaceship 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 Dinosaurs on a Spaceship while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste. RW Creature — Dinosaur Creature 6 4RW 7/7 WHO 2 Dinosaurs on a Spaceship 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 Dinosaurs on a Spaceship while it's exiled, create a 2/2 red and white Dinosaur creature token with flying and haste. RW Creature — Dinosaur Creature 6 4RW 7/7 WHO 2 Displaced Dinosaurs As a historic permanent enters the battlefield under your control, it becomes a 7/7 Dinosaur creature in addition to its other types. (Artifacts, legendaries, and Sagas are historic.) G Creature — Dinosaur Creature 7 5GG 7/7 WHO 2 Displaced Dinosaurs As a historic permanent enters the battlefield under your control, it becomes a 7/7 Dinosaur creature in addition to its other types. (Artifacts, legendaries, and Sagas are historic.) G Creature — Dinosaur Creature 7 5GG 7/7 WHO 2 Don't Blink Until end of turn, if one or more creatures would enter the battlefield from exile or after being cast from exile, their owners shuffle them into their libraries instead. Cycling {2} ({2}, Discard this card: Draw a card.) U Instant Instant 2 1U WHO 3 Don't Blink Until end of turn, if one or more creatures would enter the battlefield from exile or after being cast from exile, their owners shuffle them into their libraries instead. Cycling {2} ({2}, Discard this card: Draw a card.) U Instant Instant 2 1U WHO 3 Donna Noble Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) Whenever Donna or a creature it's paired with is dealt damage, Donna deals that much damage to target opponent. Doctor's companion (You can have two commanders if the other is the Doctor.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Donna Noble Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) Whenever Donna or a creature it's paired with is dealt damage, Donna deals that much damage to target opponent. Doctor's companion (You can have two commanders if the other is the Doctor.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Donna Noble Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) Whenever Donna or a creature it's paired with is dealt damage, Donna deals that much damage to target opponent. Doctor's companion (You can have two commanders if the other is the Doctor.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Donna Noble Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) Whenever Donna or a creature it's paired with is dealt damage, Donna deals that much damage to target opponent. Doctor's companion (You can have two commanders if the other is the Doctor.) R Legendary Creature — Human Creature 4 3R 2/4 WHO 2 Doomsday Confluence Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card. B Sorcery Sorcery 1 XXB WHO 3 Doomsday Confluence Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card. B Sorcery Sorcery 1 XXB WHO 3 Doomsday Confluence Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card. B Sorcery Sorcery 1 XXB WHO 3 Doomsday Confluence Choose X. You may choose the same mode more than once. • Each player sacrifices a nonartifact creature. • Create a 3/3 black Dalek artifact creature token with menace. • Each opponent discards a card. B Sorcery Sorcery 1 XXB WHO 3 Dragonskull Summit Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Dragonskull Summit Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Dragonskull Summit Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Dragonskull Summit Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Dreamroot Cascade Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Dreamroot Cascade Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Dreamroot Cascade Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Dreamroot Cascade Dreamroot Cascade enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Drowned Catacomb Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Drowned Catacomb Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Drowned Catacomb Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Drowned Catacomb Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Duggan, Private Detective Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters the battlefield or attacks, investigate. The Most Important Punch in History — {1}{G}, {T}: Duggan deals damage equal to twice its power to another target creature. Activate only once. GU Legendary Creature — Human Detective Creature 4 2GU */* WHO 2 Duggan, Private Detective Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters the battlefield or attacks, investigate. The Most Important Punch in History — {1}{G}, {T}: Duggan deals damage equal to twice its power to another target creature. Activate only once. GU Legendary Creature — Human Detective Creature 4 2GU */* WHO 2 Duggan, Private Detective Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters the battlefield or attacks, investigate. The Most Important Punch in History — {1}{G}, {T}: Duggan deals damage equal to twice its power to another target creature. Activate only once. GU Legendary Creature — Human Detective Creature 4 2GU */* WHO 2 Duggan, Private Detective Duggan's power and toughness are each equal to the number of cards in your hand. Whenever Duggan enters the battlefield or attacks, investigate. The Most Important Punch in History — {1}{G}, {T}: Duggan deals damage equal to twice its power to another target creature. Activate only once. GU Legendary Creature — Human Detective Creature 4 2GU */* WHO 2 Ecstatic Beauty 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} R Sorcery Sorcery 3 2R WHO 3 Ecstatic Beauty 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} R Sorcery Sorcery 3 2R WHO 3 Ecstatic Beauty 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} R Sorcery Sorcery 3 2R WHO 3 Ecstatic Beauty 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} R Sorcery Sorcery 3 2R WHO 3 Ensnared by the Mara 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. R Sorcery Sorcery 4 2RR WHO 3 Ensnared by the Mara 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. R Sorcery Sorcery 4 2RR WHO 3 Ensnared by the Mara 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. R Sorcery Sorcery 4 2RR WHO 3 Ensnared by the Mara 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. R Sorcery Sorcery 4 2RR WHO 3 Everybody Lives! 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. W Instant Instant 2 1W WHO 3 Everybody Lives! 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. W Instant Instant 2 1W WHO 3 Everybody Lives! 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. W Instant Instant 2 1W WHO 3 Everybody Lives! 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. W Instant Instant 2 1W WHO 3 Everything Comes to Dust 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. W Sorcery Sorcery 10 7WWW WHO 3 Everything Comes to Dust 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. W Sorcery Sorcery 10 7WWW WHO 3 Everything Comes to Dust 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. W Sorcery Sorcery 10 7WWW WHO 3 Everything Comes to Dust 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. W Sorcery Sorcery 10 7WWW WHO 3 Evolving Wilds {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 WHO 0 Evolving Wilds {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 WHO 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 WHO 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 WHO 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 WHO 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 WHO 0 Explore You may play an additional land this turn. Draw a card. G Sorcery Sorcery 2 1G WHO 3 Explore You may play an additional land this turn. Draw a card. G Sorcery Sorcery 2 1G WHO 3 Exterminate! 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. B Sorcery Sorcery 3 2B WHO 3 Exterminate! 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. B Sorcery Sorcery 3 2B WHO 3 Farewell Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards. W Sorcery Sorcery 6 4WW WHO 3 Farewell Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards. W Sorcery Sorcery 6 4WW WHO 3 Farewell Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards. W Sorcery Sorcery 6 4WW WHO 3 Farewell Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards. W Sorcery Sorcery 6 4WW WHO 3 Farseek Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G WHO 3 Farseek Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G WHO 3 Feed the Swarm Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value. B Sorcery Sorcery 2 1B WHO 3 Feed the Swarm Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value. B Sorcery Sorcery 2 1B WHO 3 Fetid Pools ({T}: Add {U} or {B}.) Fetid Pools enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Swamp Land 0 WHO 1 0 Fetid Pools ({T}: Add {U} or {B}.) Fetid Pools enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Swamp Land 0 WHO 1 0 Fetid Pools ({T}: Add {U} or {B}.) Fetid Pools enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Swamp Land 0 WHO 1 0 Fetid Pools ({T}: Add {U} or {B}.) Fetid Pools enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Swamp Land 0 WHO 1 0 Fiery Islet {T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice Fiery Islet: Draw a card. Land Land 0 WHO 0 Fiery Islet {T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice Fiery Islet: Draw a card. Land Land 0 WHO 0 Fiery Islet {T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice Fiery Islet: Draw a card. Land Land 0 WHO 0 Fiery Islet {T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice Fiery Islet: Draw a card. Land Land 0 WHO 0 Five Hundred Year Diary Five Hundred Year Diary enters the battlefield tapped. {T}: Add {U} for each Clue you control. {2}, Sacrifice Five Hundred Year Diary: Draw a card. U Legendary Artifact — Clue Artifact 4 3U WHO 1 1 Five Hundred Year Diary Five Hundred Year Diary enters the battlefield tapped. {T}: Add {U} for each Clue you control. {2}, Sacrifice Five Hundred Year Diary: Draw a card. U Legendary Artifact — Clue Artifact 4 3U WHO 1 1 Five Hundred Year Diary Five Hundred Year Diary enters the battlefield tapped. {T}: Add {U} for each Clue you control. {2}, Sacrifice Five Hundred Year Diary: Draw a card. U Legendary Artifact — Clue Artifact 4 3U WHO 1 1 Five Hundred Year Diary Five Hundred Year Diary enters the battlefield tapped. {T}: Add {U} for each Clue you control. {2}, Sacrifice Five Hundred Year Diary: Draw a card. U Legendary Artifact — Clue Artifact 4 3U WHO 1 1 Fixed Point in Time 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.) Phenomenon 0 WHO 1 Flaming Tyrannosaurus Menace Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus. When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent. R Creature — Dinosaur Creature 7 5RR 5/5 WHO 2 Flaming Tyrannosaurus Menace Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus. When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent. R Creature — Dinosaur Creature 7 5RR 5/5 WHO 2 Flaming Tyrannosaurus Menace Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus. When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent. R Creature — Dinosaur Creature 7 5RR 5/5 WHO 2 Flaming Tyrannosaurus Menace Paradox — Whenever you cast a spell from anywhere other than your hand, Flaming Tyrannosaurus deals 3 damage to any target. Then put a +1/+1 counter on Flaming Tyrannosaurus. When Flaming Tyrannosaurus dies, it deals damage equal to its power to each opponent. R Creature — Dinosaur Creature 7 5RR 5/5 WHO 2 Flatline Creatures your opponents control have base power and toughness 0/1 until end of turn. U Instant Instant 3 2U WHO 3 Flatline Creatures your opponents control have base power and toughness 0/1 until end of turn. U Instant Instant 3 2U WHO 3 Flatline Creatures your opponents control have base power and toughness 0/1 until end of turn. U Instant Instant 3 2U WHO 3 Flatline Creatures your opponents control have base power and toughness 0/1 until end of turn. U Instant Instant 3 2U WHO 3 Flesh Duplicate You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) U Creature — Shapeshifter Rebel Creature 2 UU 0/0 WHO 2 Flesh Duplicate You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) U Creature — Shapeshifter Rebel Creature 2 UU 0/0 WHO 2 Flesh Duplicate You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) U Creature — Shapeshifter Rebel Creature 2 UU 0/0 WHO 2 Flesh Duplicate You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) U Creature — Shapeshifter Rebel Creature 2 UU 0/0 WHO 2 Foreboding Ruins As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Foreboding Ruins As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Foreboding Ruins As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Foreboding Ruins As Foreboding Ruins enters the battlefield, you may reveal a Swamp or Mountain card from your hand. If you don't, Foreboding Ruins enters the battlefield tapped. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 WHO 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 WHO 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 WHO 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 WHO 0 Fortified Village As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Fortified Village As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Fortified Village As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Fortified Village As Fortified Village enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, Fortified Village enters the battlefield tapped. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Four Knocks Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) At the beginning of your precombat main phase, draw a card. W Enchantment Enchantment 3 2W WHO 1 Four Knocks Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) At the beginning of your precombat main phase, draw a card. W Enchantment Enchantment 3 2W WHO 1 Four Knocks Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) At the beginning of your precombat main phase, draw a card. W Enchantment Enchantment 3 2W WHO 1 Four Knocks Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) At the beginning of your precombat main phase, draw a card. W Enchantment Enchantment 3 2W WHO 1 Fractured Identity Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it. UW Sorcery Sorcery 5 3WU WHO 3 Fractured Identity Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it. UW Sorcery Sorcery 5 3WU WHO 3 Fractured Identity Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it. UW Sorcery Sorcery 5 3WU WHO 3 Fractured Identity Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it. UW Sorcery Sorcery 5 3WU WHO 3 Frontier Bivouac Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U}, or {R}. Land Land 0 WHO 1 0 Frontier Bivouac Frontier Bivouac enters the battlefield tapped. {T}: Add {G}, {U}, or {R}. Land Land 0 WHO 1 0 Frost Fair Lure Fish When Frost Fair Lure Fish enters the battlefield, create two 1/1 blue Fish creature tokens and two tapped Treasure tokens. Fish you control have haste and can't be blocked by Humans. Foretell {3}{U}{R} RU Creature — Fish Creature 7 5UR 7/7 WHO 2 Frost Fair Lure Fish When Frost Fair Lure Fish enters the battlefield, create two 1/1 blue Fish creature tokens and two tapped Treasure tokens. Fish you control have haste and can't be blocked by Humans. Foretell {3}{U}{R} RU Creature — Fish Creature 7 5UR 7/7 WHO 2 Frost Fair Lure Fish When Frost Fair Lure Fish enters the battlefield, create two 1/1 blue Fish creature tokens and two tapped Treasure tokens. Fish you control have haste and can't be blocked by Humans. Foretell {3}{U}{R} RU Creature — Fish Creature 7 5UR 7/7 WHO 2 Frost Fair Lure Fish When Frost Fair Lure Fish enters the battlefield, create two 1/1 blue Fish creature tokens and two tapped Treasure tokens. Fish you control have haste and can't be blocked by Humans. Foretell {3}{U}{R} RU Creature — Fish Creature 7 5UR 7/7 WHO 2 Frostboil Snarl As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Frostboil Snarl As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Frostboil Snarl As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Frostboil Snarl As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Fugitive of the Judoon (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. G Enchantment — Saga Enchantment 5 4G WHO 1 Fugitive of the Judoon (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. G Enchantment — Saga Enchantment 5 4G WHO 1 Furycalm Snarl As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Furycalm Snarl As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Furycalm Snarl As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Furycalm Snarl As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Gallifrey Council Chamber When Gallifrey Council Chamber enters the battlefield, 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. Legendary Land Land 0 WHO 0 Gallifrey Council Chamber When Gallifrey Council Chamber enters the battlefield, 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. Legendary Land Land 0 WHO 0 Gallifrey Council Chamber When Gallifrey Council Chamber enters the battlefield, 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. Legendary Land Land 0 WHO 0 Gallifrey Council Chamber When Gallifrey Council Chamber enters the battlefield, 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. Legendary Land Land 0 WHO 0 Gallifrey Falls Gallifrey Falls deals 4 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead. Fuse (You may cast one or both halves of this card from your hand.) R Instant Instant 9 4RR WHO 3 No More Any number of target creatures you control phase out. Fuse (You may cast one or both halves of this card from your hand.) R Instant Instant 9 2W WHO 3 Gallifrey Falls Gallifrey Falls deals 4 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead. Fuse (You may cast one or both halves of this card from your hand.) R Instant Instant 9 4RR WHO 3 No More Any number of target creatures you control phase out. Fuse (You may cast one or both halves of this card from your hand.) R Instant Instant 9 2W WHO 3 Gallifrey Stands When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then if you control thirteen or more Doctors, you win the game. UW Legendary Enchantment Enchantment 6 4WU WHO 1 Gallifrey Stands When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then if you control thirteen or more Doctors, you win the game. UW Legendary Enchantment Enchantment 6 4WU WHO 1 Gallifrey Stands When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then if you control thirteen or more Doctors, you win the game. UW Legendary Enchantment Enchantment 6 4WU WHO 1 Gallifrey Stands When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then if you control thirteen or more Doctors, you win the game. UW Legendary Enchantment Enchantment 6 4WU WHO 1 Game Trail As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Game Trail As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Game Trail As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Game Trail As Game Trail enters the battlefield, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters the battlefield tapped. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Gardens of Tranquil Repose 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. Plane — Necros 0 WHO 1 Genesis of the Daleks (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. B Enchantment — Saga Enchantment 6 4BB WHO 1 Genesis of the Daleks (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. B Enchantment — Saga Enchantment 6 4BB WHO 1 Glacial Fortress Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Glacial Fortress Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Glacial Fortress Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Glacial Fortress Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Graham O'Brien 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 artifact: You gain 3 life.") Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Pilot Creature 2 1G 2/2 WHO 2 Graham O'Brien 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 artifact: You gain 3 life.") Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Pilot Creature 2 1G 2/2 WHO 2 Graham O'Brien 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 artifact: You gain 3 life.") Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Pilot Creature 2 1G 2/2 WHO 2 Graham O'Brien 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 artifact: You gain 3 life.") Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Pilot Creature 2 1G 2/2 WHO 2 Grasp of Fate When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.) W Enchantment Enchantment 3 1WW WHO 1 Grasp of Fate When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.) W Enchantment Enchantment 3 1WW WHO 1 Grasp of Fate When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.) W Enchantment Enchantment 3 1WW WHO 1 Grasp of Fate When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners' control.) W Enchantment Enchantment 3 1WW WHO 1 Great Intelligence's Plan 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. BU Sorcery Sorcery 6 4UB WHO 3 Great Intelligence's Plan 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. BU Sorcery Sorcery 6 4UB WHO 3 Growth Spiral Draw a card. You may put a land card from your hand onto the battlefield. GU Instant Instant 2 GU WHO 3 Growth Spiral Draw a card. You may put a land card from your hand onto the battlefield. GU Instant Instant 2 GU WHO 3 Haunted Ridge Haunted Ridge enters the battlefield tapped unless you control two or more other lands. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Haunted Ridge Haunted Ridge enters the battlefield tapped unless you control two or more other lands. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Haunted Ridge Haunted Ridge enters the battlefield tapped unless you control two or more other lands. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Haunted Ridge Haunted Ridge enters the battlefield tapped unless you control two or more other lands. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Heaven Sent (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Investigate. III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn. RU Enchantment — Saga Enchantment 2 UR WHO 1 Heaven Sent (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Investigate. III — Heaven Sent deals 1 damage to each opponent. Then if an opponent has 0 or less life, draw seven cards. Otherwise, exile Heaven Sent and you may cast it this turn. RU Enchantment — Saga Enchantment 2 UR WHO 1 Hero's Blade Equipped creature gets +3/+2. Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 WHO 1 Hero's Blade Equipped creature gets +3/+2. Whenever a legendary creature enters the battlefield under your control, you may attach Hero's Blade to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 WHO 1 Heroes' Podium 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. Legendary Artifact Artifact 5 5 WHO 1 Heroes' Podium 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. Legendary Artifact Artifact 5 5 WHO 1 Heroes' Podium 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. Legendary Artifact Artifact 5 5 WHO 1 Heroes' Podium 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. Legendary Artifact Artifact 5 5 WHO 1 Heroic Intervention Permanents you control gain hexproof and indestructible until end of turn. G Instant Instant 2 1G WHO 3 Heroic Intervention Permanents you control gain hexproof and indestructible until end of turn. G Instant Instant 2 1G WHO 3 Heroic Intervention Permanents you control gain hexproof and indestructible until end of turn. G Instant Instant 2 1G WHO 3 Heroic Intervention Permanents you control gain hexproof and indestructible until end of turn. G Instant Instant 2 1G WHO 3 Horizon Canopy {T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice Horizon Canopy: Draw a card. Land Land 0 WHO 0 Horizon Canopy {T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice Horizon Canopy: Draw a card. Land Land 0 WHO 0 Horizon Canopy {T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice Horizon Canopy: Draw a card. Land Land 0 WHO 0 Horizon Canopy {T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice Horizon Canopy: Draw a card. Land Land 0 WHO 0 Hotel of Fears 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.) Plane — Spacecraft 0 WHO 1 Human-Time Lord Meta-Crisis 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.) Phenomenon 0 WHO 1 Hunted by The Family 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. U Sorcery Sorcery 7 5UU WHO 3 Hunted by The Family 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. U Sorcery Sorcery 7 5UU WHO 3 Hunted by The Family 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. U Sorcery Sorcery 7 5UU WHO 3 Hunted by The Family 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. U Sorcery Sorcery 7 5UU WHO 3 Ian Chesterton Science Teacher — Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of permanents enter the battlefield as tokens.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Scientist Creature 3 2W 2/3 WHO 2 Ian Chesterton Science Teacher — Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of permanents enter the battlefield as tokens.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Scientist Creature 3 2W 2/3 WHO 2 Ian Chesterton Science Teacher — Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of permanents enter the battlefield as tokens.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Scientist Creature 3 2W 2/3 WHO 2 Ian Chesterton Science Teacher — Each Saga spell you cast has replicate. The replicate cost is equal to its mana cost. (When you cast that Saga, copy it for each time you paid its replicate cost. Copies of permanents enter the battlefield as tokens.) Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Scientist Creature 3 2W 2/3 WHO 2 Idris, Soul of the TARDIS Vanishing 3 Imprint — When Idris, Soul of the TARDIS enters the battlefield, exile another artifact you control until Idris leaves the battlefield. Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value. RU Legendary Creature — Human Incarnation Creature 3 1UR 3/3 WHO 2 Idris, Soul of the TARDIS Vanishing 3 Imprint — When Idris, Soul of the TARDIS enters the battlefield, exile another artifact you control until Idris leaves the battlefield. Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value. RU Legendary Creature — Human Incarnation Creature 3 1UR 3/3 WHO 2 Idris, Soul of the TARDIS Vanishing 3 Imprint — When Idris, Soul of the TARDIS enters the battlefield, exile another artifact you control until Idris leaves the battlefield. Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value. RU Legendary Creature — Human Incarnation Creature 3 1UR 3/3 WHO 2 Idris, Soul of the TARDIS Vanishing 3 Imprint — When Idris, Soul of the TARDIS enters the battlefield, exile another artifact you control until Idris leaves the battlefield. Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card's mana value. RU Legendary Creature — Human Incarnation Creature 3 1UR 3/3 WHO 2 Impending Flux 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.) R Sorcery Sorcery 3 2R WHO 3 Impending Flux 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.) R Sorcery Sorcery 3 2R WHO 3 Impending Flux 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.) R Sorcery Sorcery 3 2R WHO 3 Impending Flux 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.) R Sorcery Sorcery 3 2R WHO 3 Inspiring Refrain 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, cast it without paying its mana cost.) U Sorcery Sorcery 6 4UU WHO 3 Inspiring Refrain 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, cast it without paying its mana cost.) U Sorcery Sorcery 6 4UU WHO 3 Inspiring Refrain 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, cast it without paying its mana cost.) U Sorcery Sorcery 6 4UU WHO 3 Inspiring Refrain 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, cast it without paying its mana cost.) U Sorcery Sorcery 6 4UU WHO 3 Into the Time Vortex 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.) R Sorcery Sorcery 5 4R WHO 3 Into the Time Vortex 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.) R Sorcery Sorcery 5 4R WHO 3 Into the Time Vortex 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.) R Sorcery Sorcery 5 4R WHO 3 Into the Time Vortex 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.) R Sorcery Sorcery 5 4R WHO 3 Iraxxa, Empress of Mars 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. R Legendary Creature — Alien Warrior Creature 4 2RR 5/4 WHO 2 Iraxxa, Empress of Mars 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. R Legendary Creature — Alien Warrior Creature 4 2RR 5/4 WHO 2 Irrigated Farmland ({T}: Add {W} or {U}.) Irrigated Farmland enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Plains Island Land 0 WHO 1 0 Irrigated Farmland ({T}: Add {W} or {U}.) Irrigated Farmland enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Plains Island Land 0 WHO 1 0 Irrigated Farmland ({T}: Add {W} or {U}.) Irrigated Farmland enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Plains Island Land 0 WHO 1 0 Irrigated Farmland ({T}: Add {W} or {U}.) Irrigated Farmland enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Plains Island Land 0 WHO 1 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 WHO 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 WHO 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 WHO 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 WHO 0 Jamie McCrimmon 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.) G Legendary Creature — Human Warrior Creature 3 2G 2/2 WHO 2 Jamie McCrimmon 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.) G Legendary Creature — Human Warrior Creature 3 2G 2/2 WHO 2 Jamie McCrimmon 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.) G Legendary Creature — Human Warrior Creature 3 2G 2/2 WHO 2 Jamie McCrimmon 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.) G Legendary Creature — Human Warrior Creature 3 2G 2/2 WHO 2 Jenny Flint 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. RU Legendary Creature — Human Detective Creature 3 1UR 2/2 WHO 2 Jenny Flint 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. RU Legendary Creature — Human Detective Creature 3 1UR 2/2 WHO 2 Jenny Flint 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. RU Legendary Creature — Human Detective Creature 3 1UR 2/2 WHO 2 Jenny Flint 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. RU Legendary Creature — Human Detective Creature 3 1UR 2/2 WHO 2 Jenny, Generated Anomaly 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.) RW Legendary Creature — Time Lord Soldier Creature 4 2RW 2/3 WHO 2 Jenny, Generated Anomaly 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.) RW Legendary Creature — Time Lord Soldier Creature 4 2RW 2/3 WHO 2 Jenny, Generated Anomaly 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.) RW Legendary Creature — Time Lord Soldier Creature 4 2RW 2/3 WHO 2 Jenny, Generated Anomaly 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.) RW Legendary Creature — Time Lord Soldier Creature 4 2RW 2/3 WHO 2 Jo Grant 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.) W Legendary Creature — Human Soldier Creature 3 2W 3/2 WHO 2 Jo Grant 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.) W Legendary Creature — Human Soldier Creature 3 2W 3/2 WHO 2 Jo Grant 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.) W Legendary Creature — Human Soldier Creature 3 2W 3/2 WHO 2 Jo Grant 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.) W Legendary Creature — Human Soldier Creature 3 2W 3/2 WHO 2 Judoon Enforcers 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 time counter. When the last is removed, cast it without paying its mana cost. It has haste.) RW Creature — Alien Rhino Soldier Creature 7 5RW 8/8 WHO 2 Judoon Enforcers 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 time counter. When the last is removed, cast it without paying its mana cost. It has haste.) RW Creature — Alien Rhino Soldier Creature 7 5RW 8/8 WHO 2 K-9, Mark I Negative — As long as K-9, Mark I 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.) U Legendary Artifact Creature — Robot Dog Creature 1 U 1/1 WHO 2 K-9, Mark I Negative — As long as K-9, Mark I 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.) U Legendary Artifact Creature — Robot Dog Creature 1 U 1/1 WHO 2 K-9, Mark I Negative — As long as K-9, Mark I 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.) U Legendary Artifact Creature — Robot Dog Creature 1 U 1/1 WHO 2 K-9, Mark I Negative — As long as K-9, Mark I 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.) U Legendary Artifact Creature — Robot Dog Creature 1 U 1/1 WHO 2 K-9, Mark I Negative — As long as K-9, Mark I 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.) U Legendary Artifact Creature — Robot Dog Creature 1 U 1/1 WHO 2 K-9, Mark I Negative — As long as K-9, Mark I 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.) U Legendary Artifact Creature — Robot Dog Creature 1 U 1/1 WHO 2 Karvanista, Loyal Lupari // Lupari Shield G Legendary Creature — Alien Dog Soldier // Sorcery — Adventure Creature 5 4G // 1G 5/5 WHO 3 Karvanista, Loyal Lupari // Lupari Shield G Legendary Creature — Alien Dog Soldier // Sorcery — Adventure Creature 5 4G // 1G 5/5 WHO 3 Kate Stewart 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. RUW Legendary Creature — Human Scientist Creature 4 1URW 3/3 WHO 2 Kate Stewart 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. RUW Legendary Creature — Human Scientist Creature 4 1URW 3/3 WHO 2 Kate Stewart 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. RUW Legendary Creature — Human Scientist Creature 4 1URW 3/3 WHO 2 Kate Stewart 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. RUW Legendary Creature — Human Scientist Creature 4 1URW 3/3 WHO 2 Kerblam! Warehouse 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." Plane — Kandoka 0 WHO 1 Lake Silencio 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. Plane — Earth 0 WHO 1 Laser Screwdriver {T}: Add one mana of any color. {1}, {T}: Tap target artifact. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) {3}, {T}: Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.) Artifact Artifact 3 3 WHO 1 Laser Screwdriver {T}: Add one mana of any color. {1}, {T}: Tap target artifact. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) {3}, {T}: Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.) Artifact Artifact 3 3 WHO 1 Last Night Together 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. GR Sorcery Sorcery 5 3RG WHO 3 Last Night Together 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. GR Sorcery Sorcery 5 3RG WHO 3 Last Night Together 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. GR Sorcery Sorcery 5 3RG WHO 3 Last Night Together 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. GR Sorcery Sorcery 5 3RG WHO 3 Lavaclaw Reaches Lavaclaw Reaches enters the battlefield tapped. {T}: Add {B} or {R}. {1}{B}{R}: Until end of turn, Lavaclaw Reaches 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. Land Land 0 WHO 1 0 Lavaclaw Reaches Lavaclaw Reaches enters the battlefield tapped. {T}: Add {B} or {R}. {1}{B}{R}: Until end of turn, Lavaclaw Reaches 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. Land Land 0 WHO 1 0 Lavaclaw Reaches Lavaclaw Reaches enters the battlefield tapped. {T}: Add {B} or {R}. {1}{B}{R}: Until end of turn, Lavaclaw Reaches 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. Land Land 0 WHO 1 0 Lavaclaw Reaches Lavaclaw Reaches enters the battlefield tapped. {T}: Add {B} or {R}. {1}{B}{R}: Until end of turn, Lavaclaw Reaches 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. Land Land 0 WHO 1 0 Leela, Sevateem Warrior Whenever an opponent draws a card except the first one they draw in each of their draw steps, put a +1/+1 counter on Leela, Sevateem Warrior. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Warrior Creature 4 3G 3/3 WHO 2 Leela, Sevateem Warrior Whenever an opponent draws a card except the first one they draw in each of their draw steps, put a +1/+1 counter on Leela, Sevateem Warrior. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Warrior Creature 4 3G 3/3 WHO 2 Leela, Sevateem Warrior Whenever an opponent draws a card except the first one they draw in each of their draw steps, put a +1/+1 counter on Leela, Sevateem Warrior. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Warrior Creature 4 3G 3/3 WHO 2 Leela, Sevateem Warrior Whenever an opponent draws a card except the first one they draw in each of their draw steps, put a +1/+1 counter on Leela, Sevateem Warrior. Doctor's companion (You can have two commanders if the other is the Doctor.) G Legendary Creature — Human Warrior Creature 4 3G 3/3 WHO 2 Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0} Artifact — Equipment Artifact 2 2 WHO 1 Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0} Artifact — Equipment Artifact 2 2 WHO 1 Lunar Hatchling 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.) GU Creature — Alien Beast Creature 6 4GU 6/6 WHO 2 Lunar Hatchling 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.) GU Creature — Alien Beast Creature 6 4GU 6/6 WHO 2 Lunar Hatchling 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.) GU Creature — Alien Beast Creature 6 4GU 6/6 WHO 2 Lunar Hatchling 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.) GU Creature — Alien Beast Creature 6 4GU 6/6 WHO 2 Madame Vastra Partner with Jenny Flint (When this creature enters the battlefield, target player may put Jenny Flint into their hand from their library, then shuffle.) Madame Vastra must be blocked if able. Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token. GU Legendary Creature — Lizard Detective Creature 4 2GU 3/3 WHO 2 Madame Vastra Partner with Jenny Flint (When this creature enters the battlefield, target player may put Jenny Flint into their hand from their library, then shuffle.) Madame Vastra must be blocked if able. Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token. GU Legendary Creature — Lizard Detective Creature 4 2GU 3/3 WHO 2 Madame Vastra Partner with Jenny Flint (When this creature enters the battlefield, target player may put Jenny Flint into their hand from their library, then shuffle.) Madame Vastra must be blocked if able. Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token. GU Legendary Creature — Lizard Detective Creature 4 2GU 3/3 WHO 2 Madame Vastra Partner with Jenny Flint (When this creature enters the battlefield, target player may put Jenny Flint into their hand from their library, then shuffle.) Madame Vastra must be blocked if able. Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token. GU Legendary Creature — Lizard Detective Creature 4 2GU 3/3 WHO 2 Martha Jones Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Cleric Creature 3 2U 3/2 WHO 2 Martha Jones Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Cleric Creature 3 2U 3/2 WHO 2 Martha Jones Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Cleric Creature 3 2U 3/2 WHO 2 Martha Jones Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Cleric Creature 3 2U 3/2 WHO 2 Me, the Immortal At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me, the Immortal. Counters remain on Me as it moves to any zone other than a player's hand or library. You may cast Me from your graveyard by discarding two cards in addition to paying its other costs. GRU Legendary Creature — Human Rogue Creature 5 2GUR 3/3 WHO 2 Me, the Immortal At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me, the Immortal. Counters remain on Me as it moves to any zone other than a player's hand or library. You may cast Me from your graveyard by discarding two cards in addition to paying its other costs. GRU Legendary Creature — Human Rogue Creature 5 2GUR 3/3 WHO 2 Me, the Immortal At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me, the Immortal. Counters remain on Me as it moves to any zone other than a player's hand or library. You may cast Me from your graveyard by discarding two cards in addition to paying its other costs. GRU Legendary Creature — Human Rogue Creature 5 2GUR 3/3 WHO 2 Me, the Immortal At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me, the Immortal. Counters remain on Me as it moves to any zone other than a player's hand or library. You may cast Me from your graveyard by discarding two cards in addition to paying its other costs. GRU Legendary Creature — Human Rogue Creature 5 2GUR 3/3 WHO 2 Memory Worm Paradox — Whenever you cast a spell from anywhere other than your hand, Memory Worm deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on Memory Worm. R Creature — Alien Worm Creature 2 1R 1/1 WHO 2 Memory Worm Paradox — Whenever you cast a spell from anywhere other than your hand, Memory Worm deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on Memory Worm. R Creature — Alien Worm Creature 2 1R 1/1 WHO 2 Midnight Crusader Shuttle Midnight Entity — Whenever Midnight Crusader Shuttle attacks, defending player faces a villainous choice — That player sacrifices a creature, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it's attacking that player. Crew 2 Artifact — Vehicle Artifact 4 4 3/4 WHO 1 Midnight Crusader Shuttle Midnight Entity — Whenever Midnight Crusader Shuttle attacks, defending player faces a villainous choice — That player sacrifices a creature, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it's attacking that player. Crew 2 Artifact — Vehicle Artifact 4 4 3/4 WHO 1 Mind Stone {T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card. Artifact Artifact 2 2 WHO 1 Mind Stone {T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card. Artifact Artifact 2 2 WHO 1 Missy 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. BRU Legendary Creature — Time Lord Rogue Creature 6 3UBR 4/5 WHO 2 Missy 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. BRU Legendary Creature — Time Lord Rogue Creature 6 3UBR 4/5 WHO 2 Missy 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. BRU Legendary Creature — Time Lord Rogue Creature 6 3UBR 4/5 WHO 2 Missy 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. BRU Legendary Creature — Time Lord Rogue Creature 6 3UBR 4/5 WHO 2 Missy 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. BRU Legendary Creature — Time Lord Rogue Creature 6 3UBR 4/5 WHO 2 Missy 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. BRU Legendary Creature — Time Lord Rogue Creature 6 3UBR 4/5 WHO 2 Mondassian Colony Ship 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. Plane — Spacecraft 0 WHO 1 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 WHO 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 WHO 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 WHO 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 WHO 0 Myriad Landscape Myriad Landscape enters the battlefield tapped. {T}: Add {C}. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle. Land Land 0 WHO 1 0 Myriad Landscape Myriad Landscape enters the battlefield tapped. {T}: Add {C}. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle. Land Land 0 WHO 1 0 Mystic Monastery Mystic Monastery enters the battlefield tapped. {T}: Add {U}, {R}, or {W}. Land Land 0 WHO 1 0 Mystic Monastery Mystic Monastery enters the battlefield tapped. {T}: Add {U}, {R}, or {W}. Land Land 0 WHO 1 0 Nanogene Conversion Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary. U Sorcery Sorcery 4 3U WHO 3 Nanogene Conversion Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary. U Sorcery Sorcery 4 3U WHO 3 Nanogene Conversion Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary. U Sorcery Sorcery 4 3U WHO 3 Nanogene Conversion Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn't legendary. U Sorcery Sorcery 4 3U WHO 3 Nardole, Resourceful Cyborg {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.) U Legendary Artifact Creature — Scientist Creature 2 1U 1/2 WHO 2 Nardole, Resourceful Cyborg {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.) U Legendary Artifact Creature — Scientist Creature 2 1U 1/2 WHO 2 Nardole, Resourceful Cyborg {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.) U Legendary Artifact Creature — Scientist Creature 2 1U 1/2 WHO 2 Nardole, Resourceful Cyborg {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.) U Legendary Artifact Creature — Scientist Creature 2 1U 1/2 WHO 2 New New York 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. Plane — New Earth 0 WHO 1 North Pole Research Base 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.) Plane — Earth 0 WHO 1 Nyssa of Traken You have no maximum hand size. Sonic Booster — Whenever Nyssa of Traken attacks, sacrifice X artifacts. When you sacrifice one or more artifacts this way, tap up to X target creatures and you draw X cards. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Scientist Creature 4 3U 3/4 WHO 2 Nyssa of Traken You have no maximum hand size. Sonic Booster — Whenever Nyssa of Traken attacks, sacrifice X artifacts. When you sacrifice one or more artifacts this way, tap up to X target creatures and you draw X cards. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Scientist Creature 4 3U 3/4 WHO 2 Nyssa of Traken You have no maximum hand size. Sonic Booster — Whenever Nyssa of Traken attacks, sacrifice X artifacts. When you sacrifice one or more artifacts this way, tap up to X target creatures and you draw X cards. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Scientist Creature 4 3U 3/4 WHO 2 Nyssa of Traken You have no maximum hand size. Sonic Booster — Whenever Nyssa of Traken attacks, sacrifice X artifacts. When you sacrifice one or more artifacts this way, tap up to X target creatures and you draw X cards. Doctor's companion (You can have two commanders if the other is the Doctor.) U Legendary Creature — Human Scientist Creature 4 3U 3/4 WHO 2 Ominous Cemetery {T}: Add {C}. {5}, {T}, Exile Ominous Cemetery: Target creature's owner shuffles it into their library. Land Land 0 WHO 0 Ominous Cemetery {T}: Add {C}. {5}, {T}, Exile Ominous Cemetery: Target creature's owner shuffles it into their library. Land Land 0 WHO 0 Ood Sphere 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 end of turn, those creatures can't become tapped unless they're being declared as attackers. Plane — Horsehead Nebula 0 WHO 1 Osgood, Operation Double When you cast this spell, create a token that's a copy of it, except it isn't legendary. {T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact. Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") U Legendary Creature — Human Alien Shapeshifter Creature 4 2UU 2/2 WHO 2 Osgood, Operation Double When you cast this spell, create a token that's a copy of it, except it isn't legendary. {T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact. Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") U Legendary Creature — Human Alien Shapeshifter Creature 4 2UU 2/2 WHO 2 Osgood, Operation Double When you cast this spell, create a token that's a copy of it, except it isn't legendary. {T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact. Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") U Legendary Creature — Human Alien Shapeshifter Creature 4 2UU 2/2 WHO 2 Osgood, Operation Double When you cast this spell, create a token that's a copy of it, except it isn't legendary. {T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact. Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.") U Legendary Creature — Human Alien Shapeshifter Creature 4 2UU 2/2 WHO 2 Out of Time When Out of Time enters the battlefield, untap all creatures, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.) W Enchantment Enchantment 3 1WW WHO 1 Out of Time When Out of Time enters the battlefield, untap all creatures, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.) W Enchantment Enchantment 3 1WW WHO 1 Out of Time When Out of Time enters the battlefield, untap all creatures, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.) W Enchantment Enchantment 3 1WW WHO 1 Out of Time When Out of Time enters the battlefield, untap all creatures, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a time counter from this enchantment. When the last is removed, sacrifice it.) W Enchantment Enchantment 3 1WW WHO 1 Overgrown Farmland Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Overgrown Farmland Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Overgrown Farmland Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Overgrown Farmland Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Past in Flames 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.) R Sorcery Sorcery 4 3R WHO 3 Path of Ancestry Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Land Land 0 WHO 1 0 Path of Ancestry Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Land Land 0 WHO 1 0 Path to Exile Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. W Instant Instant 1 W WHO 3 Path to Exile Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. W Instant Instant 1 W WHO 3 Peri Brown 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.) W Legendary Creature — Human Creature 4 3W 2/3 WHO 2 Peri Brown 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.) W Legendary Creature — Human Creature 4 3W 2/3 WHO 2 Peri Brown 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.) W Legendary Creature — Human Creature 4 3W 2/3 WHO 2 Peri Brown 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.) W Legendary Creature — Human Creature 4 3W 2/3 WHO 2 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 WHO 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 WHO 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 WHO 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 WHO 0 Pompeii 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. Then planeswalk. Plane — Earth 0 WHO 1 Ponder Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card. U Sorcery Sorcery 1 U WHO 3 Ponder Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card. U Sorcery Sorcery 1 U WHO 3 Port Town As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Port Town As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Port Town As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Port Town As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Prairie Stream ({T}: Add {W} or {U}.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands. Land — Plains Island Land 0 WHO 1 0 Prairie Stream ({T}: Add {W} or {U}.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands. Land — Plains Island Land 0 WHO 1 0 Prairie Stream ({T}: Add {W} or {U}.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands. Land — Plains Island Land 0 WHO 1 0 Prairie Stream ({T}: Add {W} or {U}.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands. Land — Plains Island Land 0 WHO 1 0 Preordain Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) U Sorcery Sorcery 1 U WHO 3 Preordain Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) U Sorcery Sorcery 1 U WHO 3 Prime Minister's Cabinet Room 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. Plane — Earth 0 WHO 1 Propaganda Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. U Enchantment Enchantment 3 2U WHO 1 Propaganda Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. U Enchantment Enchantment 3 2U WHO 1 Psychic Paper As Psychic Paper becomes attached to a creature, choose a creature card name and a creature type. Equipped creature has ward {1}, it can't be blocked, and its name and creature type are the last chosen name and creature type. Equip {2} Artifact — Equipment Artifact 2 2 WHO 1 Psychic Paper As Psychic Paper becomes attached to a creature, choose a creature card name and a creature type. Equipped creature has ward {1}, it can't be blocked, and its name and creature type are the last chosen name and creature type. Equip {2} Artifact — Equipment Artifact 2 2 WHO 1 Quantum Misalignment 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.) U Sorcery Sorcery 5 4U WHO 3 Quantum Misalignment 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.) U Sorcery Sorcery 5 4U WHO 3 Quantum Misalignment 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.) U Sorcery Sorcery 5 4U WHO 3 Quantum Misalignment 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.) U Sorcery Sorcery 5 4U WHO 3 RMS Titanic 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.) R Legendary Artifact — Vehicle Artifact 4 3R 7/1 WHO 1 RMS Titanic 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.) R Legendary Artifact — Vehicle Artifact 4 3R 7/1 WHO 1 RMS Titanic 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.) R Legendary Artifact — Vehicle Artifact 4 3R 7/1 WHO 1 RMS Titanic 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.) R Legendary Artifact — Vehicle Artifact 4 3R 7/1 WHO 1 Rassilon, the War President 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.) BU Legendary Creature — Time Lord Noble Creature 5 3UB 3/4 WHO 2 Rassilon, the War President 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.) BU Legendary Creature — Time Lord Noble Creature 5 3UB 3/4 WHO 2 Rassilon, the War President 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.) BU Legendary Creature — Time Lord Noble Creature 5 3UB 3/4 WHO 2 Rassilon, the War President 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.) BU Legendary Creature — Time Lord Noble Creature 5 3UB 3/4 WHO 2 Regenerations Restored Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one UW Enchantment Enchantment 2 WU WHO 1 Regenerations Restored Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one UW Enchantment Enchantment 2 WU WHO 1 Regenerations Restored Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one UW Enchantment Enchantment 2 WU WHO 1 Regenerations Restored Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one UW Enchantment Enchantment 2 WU WHO 1 Reliquary Tower You have no maximum hand size. {T}: Add {C}. Land Land 0 WHO 0 Reliquary Tower You have no maximum hand size. {T}: Add {C}. Land Land 0 WHO 0 Renegade Silent At the beginning of your end step, goad up to one target creature you don't control and put a +1/+1 counter on Renegade Silent. Renegade Silent phases out. (Treat it and anything attached to it as though they don't exist until your next turn.) U Creature — Alien Horror Creature 4 3U 3/3 WHO 2 Renegade Silent At the beginning of your end step, goad up to one target creature you don't control and put a +1/+1 counter on Renegade Silent. Renegade Silent phases out. (Treat it and anything attached to it as though they don't exist until your next turn.) U Creature — Alien Horror Creature 4 3U 3/3 WHO 2 Return the Past As long as it's your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost. R Enchantment Enchantment 6 4RR WHO 1 Return the Past As long as it's your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost. R Enchantment Enchantment 6 4RR WHO 1 Return the Past As long as it's your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost. R Enchantment Enchantment 6 4RR WHO 1 Return the Past As long as it's your turn, each instant and sorcery card in your graveyard has flashback. Its flashback cost is equal to its mana cost. R Enchantment Enchantment 6 4RR WHO 1 Return to Dust Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. W Instant Instant 4 2WW WHO 3 Return to Dust Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. W Instant Instant 4 2WW WHO 3 Reverse the Polarity Choose one — • Counter all other spells. • Switch each creature's power and toughness until end of turn. • Creatures can't be blocked this turn. U Instant Instant 3 1UU WHO 3 Reverse the Polarity Choose one — • Counter all other spells. • Switch each creature's power and toughness until end of turn. • Creatures can't be blocked this turn. U Instant Instant 3 1UU WHO 3 Reverse the Polarity Choose one — • Counter all other spells. • Switch each creature's power and toughness until end of turn. • Creatures can't be blocked this turn. U Instant Instant 3 1UU WHO 3 Reverse the Polarity Choose one — • Counter all other spells. • Switch each creature's power and toughness until end of turn. • Creatures can't be blocked this turn. U Instant Instant 3 1UU WHO 3 River Song 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. RU Legendary Creature — Human Time Lord Rogue Creature 3 1UR 2/2 WHO 2 River Song 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. RU Legendary Creature — Human Time Lord Rogue Creature 3 1UR 2/2 WHO 2 River Song 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. RU Legendary Creature — Human Time Lord Rogue Creature 3 1UR 2/2 WHO 2 River Song 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. RU Legendary Creature — Human Time Lord Rogue Creature 3 1UR 2/2 WHO 2 River Song 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. RU Legendary Creature — Human Time Lord Rogue Creature 3 1UR 2/2 WHO 2 River Song 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. RU Legendary Creature — Human Time Lord Rogue Creature 3 1UR 2/2 WHO 2 River Song's Diary Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves. At the beginning of your upkeep, if there are four or more cards exiled with River Song's Diary, choose one of them at random. You may cast it without paying its mana cost. Artifact Artifact 3 3 WHO 1 River Song's Diary Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves. At the beginning of your upkeep, if there are four or more cards exiled with River Song's Diary, choose one of them at random. You may cast it without paying its mana cost. Artifact Artifact 3 3 WHO 1 River Song's Diary Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves. At the beginning of your upkeep, if there are four or more cards exiled with River Song's Diary, choose one of them at random. You may cast it without paying its mana cost. Artifact Artifact 3 3 WHO 1 River Song's Diary Imprint — Whenever a player casts an instant or sorcery spell from their hand, exile it instead of putting it into a graveyard as it resolves. At the beginning of your upkeep, if there are four or more cards exiled with River Song's Diary, choose one of them at random. You may cast it without paying its mana cost. Artifact Artifact 3 3 WHO 1 River of Tears {T}: Add {U}. If you played a land this turn, add {B} instead. Land Land 0 WHO 0 River of Tears {T}: Add {U}. If you played a land this turn, add {B} instead. Land Land 0 WHO 0 River of Tears {T}: Add {U}. If you played a land this turn, add {B} instead. Land Land 0 WHO 0 River of Tears {T}: Add {U}. If you played a land this turn, add {B} instead. Land Land 0 WHO 0 Rockfall Vale Rockfall Vale enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rockfall Vale Rockfall Vale enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rockfall Vale Rockfall Vale enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rockfall Vale Rockfall Vale enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rogue's Passage {T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn. Land Land 0 WHO 0 Rogue's Passage {T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn. Land Land 0 WHO 0 Romana II Vigilance {1}, {T}: Create a tapped token that's a copy of target token that entered the battlefield this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Time Lord Scientist Creature 4 3W 3/3 WHO 2 Romana II Vigilance {1}, {T}: Create a tapped token that's a copy of target token that entered the battlefield this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Time Lord Scientist Creature 4 3W 3/3 WHO 2 Romana II Vigilance {1}, {T}: Create a tapped token that's a copy of target token that entered the battlefield this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Time Lord Scientist Creature 4 3W 3/3 WHO 2 Romana II Vigilance {1}, {T}: Create a tapped token that's a copy of target token that entered the battlefield this turn. Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Time Lord Scientist Creature 4 3W 3/3 WHO 2 Rootbound Crag Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rootbound Crag Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rootbound Crag Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rootbound Crag Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Rory Williams 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 artifact: Draw a card.") UW Legendary Creature — Human Soldier Creature 2 WU 3/3 WHO 2 Rory Williams 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 artifact: Draw a card.") UW Legendary Creature — Human Soldier Creature 2 WU 3/3 WHO 2 Rory Williams 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 artifact: Draw a card.") UW Legendary Creature — Human Soldier Creature 2 WU 3/3 WHO 2 Rory Williams 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 artifact: Draw a card.") UW Legendary Creature — Human Soldier Creature 2 WU 3/3 WHO 2 Rose Tyler 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.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Rose Tyler 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.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Rose Tyler 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.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Rose Tyler 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.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Rose Tyler 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.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Rose Tyler 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.) W Legendary Creature — Human Creature 2 1W 2/2 WHO 2 Rotating Fireplace Rotating Fireplace enters the battlefield tapped with a time counter on it. {T}: Add an amount of {C} equal to the number of time counters on Rotating Fireplace. {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.) Artifact Artifact 3 3 WHO 1 1 Rotating Fireplace Rotating Fireplace enters the battlefield tapped with a time counter on it. {T}: Add an amount of {C} equal to the number of time counters on Rotating Fireplace. {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.) Artifact Artifact 3 3 WHO 1 1 Rotating Fireplace Rotating Fireplace enters the battlefield tapped with a time counter on it. {T}: Add an amount of {C} equal to the number of time counters on Rotating Fireplace. {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.) Artifact Artifact 3 3 WHO 1 1 Rotating Fireplace Rotating Fireplace enters the battlefield tapped with a time counter on it. {T}: Add an amount of {C} equal to the number of time counters on Rotating Fireplace. {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.) Artifact Artifact 3 3 WHO 1 1 Run for Your Life 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.) RU Instant Instant 2 UR WHO 3 Run for Your Life 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.) RU Instant Instant 2 UR WHO 3 Run for Your Life 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.) RU Instant Instant 2 UR WHO 3 Run for Your Life 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.) RU Instant Instant 2 UR WHO 3 Ryan Sinclair 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Ryan Sinclair 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Ryan Sinclair 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Ryan Sinclair 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.) R Legendary Creature — Human Creature 3 2R 2/2 WHO 2 Sally Sparrow 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 artifact: Draw a card.") UW Legendary Creature — Human Detective Creature 4 2WU 2/3 WHO 2 Sally Sparrow 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 artifact: Draw a card.") UW Legendary Creature — Human Detective Creature 4 2WU 2/3 WHO 2 Sally Sparrow 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 artifact: Draw a card.") UW Legendary Creature — Human Detective Creature 4 2WU 2/3 WHO 2 Sally Sparrow 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 artifact: Draw a card.") UW Legendary Creature — Human Detective Creature 4 2WU 2/3 WHO 2 Sarah Jane Smith 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 artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Detective Creature 2 1W 2/1 WHO 2 Sarah Jane Smith 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 artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Detective Creature 2 1W 2/1 WHO 2 Sarah Jane Smith 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 artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Detective Creature 2 1W 2/1 WHO 2 Sarah Jane Smith 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 artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Detective Creature 2 1W 2/1 WHO 2 Sarah Jane Smith 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 artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Detective Creature 2 1W 2/1 WHO 2 Sarah Jane Smith 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 artifact: Draw a card.") Doctor's companion (You can have two commanders if the other is the Doctor.) W Legendary Creature — Human Detective Creature 2 1W 2/1 WHO 2 Scattered Groves ({T}: Add {G} or {W}.) Scattered Groves enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Forest Plains Land 0 WHO 1 0 Scattered Groves ({T}: Add {G} or {W}.) Scattered Groves enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Forest Plains Land 0 WHO 1 0 Scattered Groves ({T}: Add {G} or {W}.) Scattered Groves enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Forest Plains Land 0 WHO 1 0 Scattered Groves ({T}: Add {G} or {W}.) Scattered Groves enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Forest Plains Land 0 WHO 1 0 Search for Tomorrow Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) G Sorcery Sorcery 3 2G WHO 3 Search for Tomorrow Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) G Sorcery Sorcery 3 2G WHO 3 Seaside Citadel Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W}, or {U}. Land Land 0 WHO 1 0 Seaside Citadel Seaside Citadel enters the battlefield tapped. {T}: Add {G}, {W}, or {U}. Land Land 0 WHO 1 0 Sergeant John Benton Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards. GW Legendary Creature — Human Soldier Creature 3 1GW 2/4 WHO 2 Sergeant John Benton Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards. GW Legendary Creature — Human Soldier Creature 3 1GW 2/4 WHO 2 Sergeant John Benton Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards. GW Legendary Creature — Human Soldier Creature 3 1GW 2/4 WHO 2 Sergeant John Benton Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards. GW Legendary Creature — Human Soldier Creature 3 1GW 2/4 WHO 2 Shadowblood Ridge {1}, {T}: Add {B}{R}. Land Land 0 WHO 0 Shadowblood Ridge {1}, {T}: Add {B}{R}. Land Land 0 WHO 0 Shadowblood Ridge {1}, {T}: Add {B}{R}. Land Land 0 WHO 0 Shadowblood Ridge {1}, {T}: Add {B}{R}. Land Land 0 WHO 0 Sheltered Thicket ({T}: Add {R} or {G}.) Sheltered Thicket enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Mountain Forest Land 0 WHO 1 0 Sheltered Thicket ({T}: Add {R} or {G}.) Sheltered Thicket enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Mountain Forest Land 0 WHO 1 0 Sheltered Thicket ({T}: Add {R} or {G}.) Sheltered Thicket enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Mountain Forest Land 0 WHO 1 0 Sheltered Thicket ({T}: Add {R} or {G}.) Sheltered Thicket enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Mountain Forest Land 0 WHO 1 0 Shipwreck Marsh Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Shipwreck Marsh Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Shipwreck Marsh Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Shipwreck Marsh Shipwreck Marsh enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Sibylline Soothsayer Temporal Foresight — When Sibylline Soothsayer enters the battlefield, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn't have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order. R Creature — Human Warlock Creature 3 2R 3/2 WHO 2 Sibylline Soothsayer Temporal Foresight — When Sibylline Soothsayer enters the battlefield, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn't have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order. R Creature — Human Warlock Creature 3 2R 3/2 WHO 2 Singing Towers of Darillium 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. Plane — Darillium 0 WHO 1 Sisterhood of Karn Sisterhood of Karn enters the battlefield with a +1/+1 counter on it. Paradox — Whenever you cast a spell from anywhere other than your hand, double the number of +1/+1 counters on Sisterhood of Karn. G Creature — Cleric Creature 2 1G 0/0 WHO 2 Sisterhood of Karn Sisterhood of Karn enters the battlefield with a +1/+1 counter on it. Paradox — Whenever you cast a spell from anywhere other than your hand, double the number of +1/+1 counters on Sisterhood of Karn. G Creature — Cleric Creature 2 1G 0/0 WHO 2 Sisterhood of Karn Sisterhood of Karn enters the battlefield with a +1/+1 counter on it. Paradox — Whenever you cast a spell from anywhere other than your hand, double the number of +1/+1 counters on Sisterhood of Karn. G Creature — Cleric Creature 2 1G 0/0 WHO 2 Sisterhood of Karn Sisterhood of Karn enters the battlefield with a +1/+1 counter on it. Paradox — Whenever you cast a spell from anywhere other than your hand, double the number of +1/+1 counters on Sisterhood of Karn. G Creature — Cleric Creature 2 1G 0/0 WHO 2 Skycloud Expanse {1}, {T}: Add {W}{U}. Land Land 0 WHO 0 Skycloud Expanse {1}, {T}: Add {W}{U}. Land Land 0 WHO 0 Skycloud Expanse {1}, {T}: Add {W}{U}. Land Land 0 WHO 0 Skycloud Expanse {1}, {T}: Add {W}{U}. Land Land 0 WHO 0 Smoldering Marsh ({T}: Add {B} or {R}.) Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 WHO 1 0 Smoldering Marsh ({T}: Add {B} or {R}.) Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 WHO 1 0 Smoldering Marsh ({T}: Add {B} or {R}.) Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 WHO 1 0 Smoldering Marsh ({T}: Add {B} or {R}.) Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 WHO 1 0 Snuff Out If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. Destroy target nonblack creature. It can't be regenerated. B Instant Instant 4 3B WHO 3 Snuff Out If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost. Destroy target nonblack creature. It can't be regenerated. B Instant Instant 4 3B WHO 3 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 WHO 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 WHO 1 Solemn Simulacrum When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 WHO 2 Solemn Simulacrum When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 WHO 2 Solemn Simulacrum When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 WHO 2 Solemn Simulacrum When Solemn Simulacrum enters the battlefield, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 WHO 2 Sonic Screwdriver {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn. Artifact Artifact 3 3 WHO 1 Sonic Screwdriver {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn. Artifact Artifact 3 3 WHO 1 Sonic Screwdriver {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn. Artifact Artifact 3 3 WHO 1 Sonic Screwdriver {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn. Artifact Artifact 3 3 WHO 1 Sonic Screwdriver {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn. Artifact Artifact 3 3 WHO 1 Sonic Screwdriver {T}: Add one mana of any color. {1}, {T}: Untap another target artifact. {2}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.) {3}, {T}: Target creature can't be blocked this turn. Artifact Artifact 3 3 WHO 1 Sontaran General Trample, haste Battalion — Whenever Sontaran General and at least two other creatures attack, for each opponent, goad up to one target creature that player controls. Those creatures can't block this turn. (Until your next turn, they attack each combat if able and attack a player other than you if able.) R Creature — Alien Soldier Creature 5 4R 5/5 WHO 2 Sontaran General Trample, haste Battalion — Whenever Sontaran General and at least two other creatures attack, for each opponent, goad up to one target creature that player controls. Those creatures can't block this turn. (Until your next turn, they attack each combat if able and attack a player other than you if able.) R Creature — Alien Soldier Creature 5 4R 5/5 WHO 2 Spectrox Mines 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. Plane — Androzani Minor 0 WHO 1 Star Whale 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, cast it without paying its mana cost. It has haste.) U Creature — Alien Whale Creature 8 6UU 8/8 WHO 2 Star Whale 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, cast it without paying its mana cost. It has haste.) U Creature — Alien Whale Creature 8 6UU 8/8 WHO 2 Start the TARDIS 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.) U Sorcery Sorcery 2 1U WHO 3 Start the TARDIS 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.) U Sorcery Sorcery 2 1U WHO 3 Stormcage Containment Facility 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.) Plane — Unknown Planet 0 WHO 1 Stormcarved Coast Stormcarved Coast enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Stormcarved Coast Stormcarved Coast enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Stormcarved Coast Stormcarved Coast enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Stormcarved Coast Stormcarved Coast enters the battlefield tapped unless you control two or more other lands. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Strax, Sontaran Nurse 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. GR Legendary Creature — Alien Cleric Creature 5 3RG 5/5 WHO 2 Strax, Sontaran Nurse 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. GR Legendary Creature — Alien Cleric Creature 5 3RG 5/5 WHO 2 Strax, Sontaran Nurse 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. GR Legendary Creature — Alien Cleric Creature 5 3RG 5/5 WHO 2 Strax, Sontaran Nurse 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. GR Legendary Creature — Alien Cleric Creature 5 3RG 5/5 WHO 2 Sunbaked Canyon {T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice Sunbaked Canyon: Draw a card. Land Land 0 WHO 0 Sunbaked Canyon {T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice Sunbaked Canyon: Draw a card. Land Land 0 WHO 0 Sunbaked Canyon {T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice Sunbaked Canyon: Draw a card. Land Land 0 WHO 0 Sunbaked Canyon {T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice Sunbaked Canyon: Draw a card. Land Land 0 WHO 0 Sundown Pass Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Sundown Pass Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Sundown Pass Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Sundown Pass Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 WHO 0 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 WHO 0 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 WHO 0 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 WHO 0 Sunken Hollow ({T}: Add {U} or {B}.) Sunken Hollow enters the battlefield tapped unless you control two or more basic lands. Land — Island Swamp Land 0 WHO 1 0 Sunken Hollow ({T}: Add {U} or {B}.) Sunken Hollow enters the battlefield tapped unless you control two or more basic lands. Land — Island Swamp Land 0 WHO 1 0 Sunken Hollow ({T}: Add {U} or {B}.) Sunken Hollow enters the battlefield tapped unless you control two or more basic lands. Land — Island Swamp Land 0 WHO 1 0 Sunken Hollow ({T}: Add {U} or {B}.) Sunken Hollow enters the battlefield tapped unless you control two or more basic lands. Land — Island Swamp Land 0 WHO 1 0 Surge of Brilliance 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.) U Instant Instant 2 1U WHO 3 Surge of Brilliance 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.) U Instant Instant 2 1U WHO 3 Susan Foreman 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.) G Legendary Creature — Time Lord Creature 2 1G 1/1 WHO 2 Susan Foreman 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.) G Legendary Creature — Time Lord Creature 2 1G 1/1 WHO 2 Susan Foreman 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.) G Legendary Creature — Time Lord Creature 2 1G 1/1 WHO 2 Susan Foreman 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.) G Legendary Creature — Time Lord Creature 2 1G 1/1 WHO 2 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 WHO 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 WHO 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 WHO 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 WHO 0 Swords to Plowshares Exile target creature. Its controller gains life equal to its power. W Instant Instant 1 W WHO 3 Swords to Plowshares Exile target creature. Its controller gains life equal to its power. W Instant Instant 1 W WHO 3 Sycorax Commander First strike, haste Sanctified Rules of Combat — When Sycorax Commander enters the battlefield, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand. BR Creature — Alien Soldier Creature 4 2BR 4/2 WHO 2 Sycorax Commander First strike, haste Sanctified Rules of Combat — When Sycorax Commander enters the battlefield, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand. BR Creature — Alien Soldier Creature 4 2BR 4/2 WHO 2 Sycorax Commander First strike, haste Sanctified Rules of Combat — When Sycorax Commander enters the battlefield, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand. BR Creature — Alien Soldier Creature 4 2BR 4/2 WHO 2 Sycorax Commander First strike, haste Sanctified Rules of Combat — When Sycorax Commander enters the battlefield, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or Sycorax Commander deals damage to that player equal to the number of cards in their hand. BR Creature — Alien Soldier Creature 4 2BR 4/2 WHO 2 TARDIS Flying Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 2 2 2/4 WHO 1 TARDIS Flying Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 2 2 2/4 WHO 1 TARDIS Flying Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 2 2 2/4 WHO 1 TARDIS Flying Whenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 2 2 2/4 WHO 1 TARDIS Bay 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. Plane — Gallifrey 0 WHO 1 Talisman of Conviction {T}: Add {C}. {T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Conviction {T}: Add {C}. {T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Creativity {T}: Add {C}. {T}: Add {U} or {R}. Talisman of Creativity deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Creativity {T}: Add {C}. {T}: Add {U} or {R}. Talisman of Creativity deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Curiosity {T}: Add {C}. {T}: Add {G} or {U}. Talisman of Curiosity deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Curiosity {T}: Add {C}. {T}: Add {G} or {U}. Talisman of Curiosity deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Dominance {T}: Add {C}. {T}: Add {U} or {B}. Talisman of Dominance deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Dominance {T}: Add {C}. {T}: Add {U} or {B}. Talisman of Dominance deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Impulse {T}: Add {C}. {T}: Add {R} or {G}. Talisman of Impulse deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Impulse {T}: Add {C}. {T}: Add {R} or {G}. Talisman of Impulse deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Indulgence {T}: Add {C}. {T}: Add {B} or {R}. Talisman of Indulgence deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Indulgence {T}: Add {C}. {T}: Add {B} or {R}. Talisman of Indulgence deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Progress {T}: Add {C}. {T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Progress {T}: Add {C}. {T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Unity {T}: Add {C}. {T}: Add {G} or {W}. Talisman of Unity deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Talisman of Unity {T}: Add {C}. {T}: Add {G} or {W}. Talisman of Unity deals 1 damage to you. Artifact Artifact 2 2 WHO 1 Tegan Jovanka 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.) W Legendary Creature — Human Creature 3 2W 2/2 WHO 2 Tegan Jovanka 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.) W Legendary Creature — Human Creature 3 2W 2/2 WHO 2 Tegan Jovanka 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.) W Legendary Creature — Human Creature 3 2W 2/2 WHO 2 Tegan Jovanka 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.) W Legendary Creature — Human Creature 3 2W 2/2 WHO 2 Temple of Abandon Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Temple of Abandon Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Temple of Abandon Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Temple of Abandon Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. {T}: Add {R} or {G}. Land Land 0 WHO 1 0 Temple of Atropos At the beginning of your postcombat main phase, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.) When chaos ensues, reverse the game's turn order. Then planeswalk. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.) Plane — Time 0 WHO 1 Temple of Deceit Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Temple of Deceit Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Temple of Deceit Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Temple of Deceit Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. {T}: Add {U} or {B}. Land Land 0 WHO 1 0 Temple of Enlightenment Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Temple of Enlightenment Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Temple of Enlightenment Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Temple of Enlightenment Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}. Land Land 0 WHO 1 0 Temple of Epiphany Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Temple of Epiphany Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Temple of Epiphany Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Temple of Epiphany Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. {T}: Add {U} or {R}. Land Land 0 WHO 1 0 Temple of Malice Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Temple of Malice Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Temple of Malice Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Temple of Malice Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. {T}: Add {B} or {R}. Land Land 0 WHO 1 0 Temple of Mystery Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Temple of Mystery Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Temple of Mystery Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Temple of Mystery Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Temple of Plenty Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Temple of Plenty Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Temple of Plenty Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Temple of Plenty Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. {T}: Add {G} or {W}. Land Land 0 WHO 1 0 Temple of Triumph Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Temple of Triumph Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Temple of Triumph Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Temple of Triumph Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. {T}: Add {R} or {W}. Land Land 0 WHO 1 0 Temple of the False God {T}: Add {C}{C}. Activate only if you control five or more lands. Land Land 0 WHO 0 Temple of the False God {T}: Add {C}{C}. Activate only if you control five or more lands. Land Land 0 WHO 0 Terramorphic Expanse {T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 WHO 0 Terramorphic Expanse {T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 WHO 0 The Beast, Deathless Prince When you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn. The Beast enters the battlefield tapped with six stun counters on it. (If it would become untapped, remove a stun counter from it instead.) Whenever a creature deals combat damage to its owner, untap The Beast and draw a card. BR Legendary Creature — Demon Creature 4 2BR 6/6 WHO 2 The Beast, Deathless Prince When you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn. The Beast enters the battlefield tapped with six stun counters on it. (If it would become untapped, remove a stun counter from it instead.) Whenever a creature deals combat damage to its owner, untap The Beast and draw a card. BR Legendary Creature — Demon Creature 4 2BR 6/6 WHO 2 The Beast, Deathless Prince When you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn. The Beast enters the battlefield tapped with six stun counters on it. (If it would become untapped, remove a stun counter from it instead.) Whenever a creature deals combat damage to its owner, untap The Beast and draw a card. BR Legendary Creature — Demon Creature 4 2BR 6/6 WHO 2 The Beast, Deathless Prince When you cast this spell, gain control of target creature until end of turn. Untap it. It gains menace and haste until end of turn. The Beast enters the battlefield tapped with six stun counters on it. (If it would become untapped, remove a stun counter from it instead.) Whenever a creature deals combat damage to its owner, untap The Beast and draw a card. BR Legendary Creature — Demon Creature 4 2BR 6/6 WHO 2 The Cave of Skulls 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. Plane — Earth 0 WHO 1 The Caves of Androzani (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. W Enchantment — Saga Enchantment 4 3W WHO 1 The Caves of Androzani (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. W Enchantment — Saga Enchantment 4 3W WHO 1 The Cheetah Planet 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.) Plane — Outside Mutter's Spiral 0 WHO 1 The Curse of Fenric (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. GW Enchantment — Saga Enchantment 4 2GW WHO 1 The Curse of Fenric (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. GW Enchantment — Saga Enchantment 4 2GW WHO 1 The Cyber-Controller When The Cyber-Controller enters the battlefield, 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. BU Legendary Artifact Creature — Cyberman Creature 3 XUUB 3/3 WHO 2 The Cyber-Controller When The Cyber-Controller enters the battlefield, 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. BU Legendary Artifact Creature — Cyberman Creature 3 XUUB 3/3 WHO 2 The Cyber-Controller When The Cyber-Controller enters the battlefield, 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. BU Legendary Artifact Creature — Cyberman Creature 3 XUUB 3/3 WHO 2 The Cyber-Controller When The Cyber-Controller enters the battlefield, 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. BU Legendary Artifact Creature — Cyberman Creature 3 XUUB 3/3 WHO 2 The Dalek Emperor 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 they control, or you create a 3/3 black Dalek artifact creature token with menace. BR Legendary Artifact Creature — Dalek Creature 7 5BR 6/6 WHO 2 The Dalek Emperor 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 they control, or you create a 3/3 black Dalek artifact creature token with menace. BR Legendary Artifact Creature — Dalek Creature 7 5BR 6/6 WHO 2 The Dalek Emperor 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 they control, or you create a 3/3 black Dalek artifact creature token with menace. BR Legendary Artifact Creature — Dalek Creature 7 5BR 6/6 WHO 2 The Dalek Emperor 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 they control, or you create a 3/3 black Dalek artifact creature token with menace. BR Legendary Artifact Creature — Dalek Creature 7 5BR 6/6 WHO 2 The Day of the Doctor (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 a The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order. IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you. RW Enchantment — Saga Enchantment 5 3RW WHO 1 The Day of the Doctor (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 a The Day of the Doctor remains on the battlefield. Put the rest of those exiled cards on the bottom of your library in a random order. IV — Choose up to three Doctors. You may exile all other creatures. If you do, The Day of the Doctor deals 13 damage to you. RW Enchantment — Saga Enchantment 5 3RW WHO 1 The Dining Car 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. Plane — Spacecraft 0 WHO 1 The Doctor's Childhood Barn Creatures enter the battlefield tapped. Whenever chaos ensues, for each opponent, choose up to one target nonland permanent that opponent controls. Untap those permanents. They phase out. They can't phase in for as long as The Doctor's Childhood Barn remains face up. When a player planeswalks, those permanents phase in. Plane — Gallifrey 0 WHO 1 The Doctor's Tomb 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.) Plane — Trenzalore 0 WHO 1 The Drum, Mining Facility 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.) Plane — Earth 0 WHO 1 The Eighth Doctor When The Eighth Doctor enters the battlefield, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." UW Legendary Creature — Time Lord Doctor Creature 6 4WU 4/4 WHO 2 The Eighth Doctor When The Eighth Doctor enters the battlefield, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." UW Legendary Creature — Time Lord Doctor Creature 6 4WU 4/4 WHO 2 The Eighth Doctor When The Eighth Doctor enters the battlefield, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." UW Legendary Creature — Time Lord Doctor Creature 6 4WU 4/4 WHO 2 The Eighth Doctor When The Eighth Doctor enters the battlefield, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." UW Legendary Creature — Time Lord Doctor Creature 6 4WU 4/4 WHO 2 The Eighth Doctor When The Eighth Doctor enters the battlefield, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." UW Legendary Creature — Time Lord Doctor Creature 6 4WU 4/4 WHO 2 The Eighth Doctor When The Eighth Doctor enters the battlefield, mill three cards. Once during each of your turns, you may play a historic land or cast a historic permanent spell from your graveyard. If you do, it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." UW Legendary Creature — Time Lord Doctor Creature 6 4WU 4/4 WHO 2 The Eleventh Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 3/2 WHO 2 The Eleventh Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 3/2 WHO 2 The Eleventh Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 3/2 WHO 2 The Eleventh Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 3/2 WHO 2 The Eleventh Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 3/2 WHO 2 The Eleventh Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 3/2 WHO 2 The Eleventh Hour (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. U Enchantment — Saga Enchantment 4 3U WHO 1 The Eleventh Hour (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. U Enchantment — Saga Enchantment 4 3U WHO 1 The Face of Boe {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. RUW Legendary Creature — Alien Advisor Creature 4 1URW 0/4 WHO 2 The Face of Boe {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. RUW Legendary Creature — Alien Advisor Creature 4 1URW 0/4 WHO 2 The Face of Boe {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. RUW Legendary Creature — Alien Advisor Creature 4 1URW 0/4 WHO 2 The Face of Boe {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. RUW Legendary Creature — Alien Advisor Creature 4 1URW 0/4 WHO 2 The Fifth Doctor Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/2 WHO 2 The Fifth Doctor Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/2 WHO 2 The Fifth Doctor Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/2 WHO 2 The Fifth Doctor Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/2 WHO 2 The Fifth Doctor Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/2 WHO 2 The Fifth Doctor Peaceful Coexistence — At the beginning of your end step, put a +1/+1 counter on each creature you control that didn't attack or enter the battlefield this turn. Untap those creatures. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/2 WHO 2 The First Doctor When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 2/2 WHO 2 The First Doctor When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 2/2 WHO 2 The First Doctor When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 2/2 WHO 2 The First Doctor When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 2/2 WHO 2 The First Doctor When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 2/2 WHO 2 The First Doctor When The First Doctor enters the battlefield, search your library and/or graveyard for a card named TARDIS, reveal it, and put it into your hand. If you search your library this way, shuffle. Whenever you cast a spell with cascade, put a +1/+1 counter on target artifact or creature. UW Legendary Creature — Time Lord Doctor Creature 3 1WU 2/2 WHO 2 The Five Doctors 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. G Sorcery Sorcery 6 5G WHO 3 The Five Doctors 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. G Sorcery Sorcery 6 5G WHO 3 The Five Doctors 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. G Sorcery Sorcery 6 5G WHO 3 The Five Doctors 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. G Sorcery Sorcery 6 5G WHO 3 The Flood of Mars Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types. U Creature — Alien Zombie Horror Creature 4 2UU 3/3 WHO 2 The Flood of Mars Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types. U Creature — Alien Zombie Horror Creature 4 2UU 3/3 WHO 2 The Flood of Mars Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types. U Creature — Alien Zombie Horror Creature 4 2UU 3/3 WHO 2 The Flood of Mars Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types. U Creature — Alien Zombie Horror Creature 4 2UU 3/3 WHO 2 The Flux (As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — The Flux deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six {R}. R Enchantment — Saga Enchantment 4 2RR WHO 1 The Flux (As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.) I — The Flux deals 4 damage to target creature an opponent controls. II, III, IV, V — Exile the top card of your library. You may play that card this turn. VI — Add six {R}. R Enchantment — Saga Enchantment 4 2RR WHO 1 The Foretold Soldier The Foretold Soldier must be blocked if able. The Foretold Soldier can't be blocked by more than one creature. Whenever The Foretold Soldier deals damage, exile it face down. It becomes foretold. Foretell {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.) G Creature — Alien Zombie Soldier Creature 4 2GG 6/6 WHO 2 The Foretold Soldier The Foretold Soldier must be blocked if able. The Foretold Soldier can't be blocked by more than one creature. Whenever The Foretold Soldier deals damage, exile it face down. It becomes foretold. Foretell {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.) G Creature — Alien Zombie Soldier Creature 4 2GG 6/6 WHO 2 The Foretold Soldier The Foretold Soldier must be blocked if able. The Foretold Soldier can't be blocked by more than one creature. Whenever The Foretold Soldier deals damage, exile it face down. It becomes foretold. Foretell {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.) G Creature — Alien Zombie Soldier Creature 4 2GG 6/6 WHO 2 The Foretold Soldier The Foretold Soldier must be blocked if able. The Foretold Soldier can't be blocked by more than one creature. Whenever The Foretold Soldier deals damage, exile it face down. It becomes foretold. Foretell {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.) G Creature — Alien Zombie Soldier Creature 4 2GG 6/6 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fourth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 4 2GU 4/4 WHO 2 The Fugitive Doctor When The Fugitive Doctor enters the battlefield, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.) GR Legendary Creature — Time Lord Doctor Creature 5 3RG 4/4 WHO 2 The Fugitive Doctor When The Fugitive Doctor enters the battlefield, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.) GR Legendary Creature — Time Lord Doctor Creature 5 3RG 4/4 WHO 2 The Fugitive Doctor When The Fugitive Doctor enters the battlefield, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.) GR Legendary Creature — Time Lord Doctor Creature 5 3RG 4/4 WHO 2 The Fugitive Doctor When The Fugitive Doctor enters the battlefield, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.) GR Legendary Creature — Time Lord Doctor Creature 5 3RG 4/4 WHO 2 The Fugitive Doctor When The Fugitive Doctor enters the battlefield, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.) GR Legendary Creature — Time Lord Doctor Creature 5 3RG 4/4 WHO 2 The Fugitive Doctor When The Fugitive Doctor enters the battlefield, investigate. Whenever The Fugitive Doctor attacks, you may sacrifice a Clue. When you do, target instant or sorcery card in your graveyard gains flashback {2}{R}{G} until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.) GR Legendary Creature — Time Lord Doctor Creature 5 3RG 4/4 WHO 2 The Girl in the Fireplace (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 creature." 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. W Enchantment — Saga Enchantment 3 2W WHO 1 The Girl in the Fireplace (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 creature." 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. W Enchantment — Saga Enchantment 3 2W WHO 1 The Lux Foundation Library 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.) Plane — The Library 0 WHO 1 The Master, Formed Anew Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it. BU Legendary Creature — Time Lord Rogue Creature 2 UB 0/1 WHO 2 The Master, Formed Anew Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it. BU Legendary Creature — Time Lord Rogue Creature 2 UB 0/1 WHO 2 The Master, Formed Anew Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it. BU Legendary Creature — Time Lord Rogue Creature 2 UB 0/1 WHO 2 The Master, Formed Anew Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it. BU Legendary Creature — Time Lord Rogue Creature 2 UB 0/1 WHO 2 The Master, Formed Anew Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it. BU Legendary Creature — Time Lord Rogue Creature 2 UB 0/1 WHO 2 The Master, Formed Anew Body Thief — When you cast this spell, you may exile a creature you control and put a takeover counter on it. You may have The Master, Formed Anew enter the battlefield as a copy of a creature card in exile with a takeover counter on it. BU Legendary Creature — Time Lord Rogue Creature 2 UB 0/1 WHO 2 The Master, Gallifrey's End 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. BR Legendary Creature — Time Lord Rogue Creature 4 2BR 4/2 WHO 2 The Master, Gallifrey's End 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. BR Legendary Creature — Time Lord Rogue Creature 4 2BR 4/2 WHO 2 The Master, Gallifrey's End 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. BR Legendary Creature — Time Lord Rogue Creature 4 2BR 4/2 WHO 2 The Master, Gallifrey's End 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. BR Legendary Creature — Time Lord Rogue Creature 4 2BR 4/2 WHO 2 The Master, Gallifrey's End 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. BR Legendary Creature — Time Lord Rogue Creature 4 2BR 4/2 WHO 2 The Master, Gallifrey's End 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. BR Legendary Creature — Time Lord Rogue Creature 4 2BR 4/2 WHO 2 The Master, Mesmerist {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. BU Legendary Creature — Time Lord Rogue Creature 4 2UB 3/3 WHO 2 The Master, Mesmerist {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. BU Legendary Creature — Time Lord Rogue Creature 4 2UB 3/3 WHO 2 The Master, Mesmerist {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. BU Legendary Creature — Time Lord Rogue Creature 4 2UB 3/3 WHO 2 The Master, Mesmerist {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. BU Legendary Creature — Time Lord Rogue Creature 4 2UB 3/3 WHO 2 The Master, Mesmerist {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. BU Legendary Creature — Time Lord Rogue Creature 4 2UB 3/3 WHO 2 The Master, Mesmerist {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. BU Legendary Creature — Time Lord Rogue Creature 4 2UB 3/3 WHO 2 The Master, Multiplied 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. BR Legendary Creature — Time Lord Rogue Creature 6 4BR 4/3 WHO 2 The Master, Multiplied 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. BR Legendary Creature — Time Lord Rogue Creature 6 4BR 4/3 WHO 2 The Master, Multiplied 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. BR Legendary Creature — Time Lord Rogue Creature 6 4BR 4/3 WHO 2 The Master, Multiplied 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. BR Legendary Creature — Time Lord Rogue Creature 6 4BR 4/3 WHO 2 The Master, Multiplied 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. BR Legendary Creature — Time Lord Rogue Creature 6 4BR 4/3 WHO 2 The Master, Multiplied 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. BR Legendary Creature — Time Lord Rogue Creature 6 4BR 4/3 WHO 2 The Matrix of Time 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. Plane — Gallifrey 0 WHO 1 The Moment 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. Legendary Artifact Artifact 2 2 WHO 1 The Moment 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. Legendary Artifact Artifact 2 2 WHO 1 The Moment 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. Legendary Artifact Artifact 2 2 WHO 1 The Moment 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. Legendary Artifact Artifact 2 2 WHO 1 The Moonbase 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. Plane — Moon 0 WHO 1 The Night of 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. W Enchantment — Saga Enchantment 6 4WW WHO 1 The Night of 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. W Enchantment — Saga Enchantment 6 4WW WHO 1 The Ninth Doctor Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. RU Legendary Creature — Time Lord Doctor Creature 3 1UR 2/4 WHO 2 The Ninth Doctor Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. RU Legendary Creature — Time Lord Doctor Creature 3 1UR 2/4 WHO 2 The Ninth Doctor Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. RU Legendary Creature — Time Lord Doctor Creature 3 1UR 2/4 WHO 2 The Ninth Doctor Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. RU Legendary Creature — Time Lord Doctor Creature 3 1UR 2/4 WHO 2 The Ninth Doctor Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. RU Legendary Creature — Time Lord Doctor Creature 3 1UR 2/4 WHO 2 The Ninth Doctor Haste Into the TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step. RU Legendary Creature — Time Lord Doctor Creature 3 1UR 2/4 WHO 2 The Pandorica 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. W Legendary Artifact Artifact 3 2W WHO 1 The Pandorica 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. W Legendary Artifact Artifact 3 2W WHO 1 The Pandorica 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. W Legendary Artifact Artifact 3 2W WHO 1 The Pandorica 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. W Legendary Artifact Artifact 3 2W WHO 1 The Parting of the Ways (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. R Enchantment — Saga Enchantment 6 4RR WHO 1 The Parting of the Ways (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. R Enchantment — Saga Enchantment 6 4RR WHO 1 The Pyramid of Mars When you planeswalk to The Pyramid of Mars and at 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. Plane — Mars 0 WHO 1 The Rani Whenever The Rani enters the battlefield or attacks, create a red Aura enchantment token named Mark of the Rani attached to another target creature. That token has enchant creature and "Enchanted creature gets +2/+2 and is goaded." Whenever a goaded creature deals combat damage to one of your opponents, investigate. BRU Legendary Creature — Time Lord Scientist Creature 4 1UBR 3/4 WHO 2 The Rani Whenever The Rani enters the battlefield or attacks, create a red Aura enchantment token named Mark of the Rani attached to another target creature. That token has enchant creature and "Enchanted creature gets +2/+2 and is goaded." Whenever a goaded creature deals combat damage to one of your opponents, investigate. BRU Legendary Creature — Time Lord Scientist Creature 4 1UBR 3/4 WHO 2 The Rani Whenever The Rani enters the battlefield or attacks, create a red Aura enchantment token named Mark of the Rani attached to another target creature. That token has enchant creature and "Enchanted creature gets +2/+2 and is goaded." Whenever a goaded creature deals combat damage to one of your opponents, investigate. BRU Legendary Creature — Time Lord Scientist Creature 4 1UBR 3/4 WHO 2 The Rani Whenever The Rani enters the battlefield or attacks, create a red Aura enchantment token named Mark of the Rani attached to another target creature. That token has enchant creature and "Enchanted creature gets +2/+2 and is goaded." Whenever a goaded creature deals combat damage to one of your opponents, investigate. BRU Legendary Creature — Time Lord Scientist Creature 4 1UBR 3/4 WHO 2 The Sea Devils (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. G Enchantment — Saga Enchantment 3 2G WHO 1 The Sea Devils (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. G Enchantment — Saga Enchantment 3 2G WHO 1 The Second Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/4 WHO 2 The Second Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/4 WHO 2 The Second Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/4 WHO 2 The Second Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/4 WHO 2 The Second Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/4 WHO 2 The Second Doctor 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. UW Legendary Creature — Time Lord Doctor Creature 4 2WU 2/4 WHO 2 The Seventh Doctor When 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 artifact: Draw a card.") UW Legendary Creature — Time Lord Doctor Creature 5 3WU 3/6 WHO 2 The Seventh Doctor When 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 artifact: Draw a card.") UW Legendary Creature — Time Lord Doctor Creature 5 3WU 3/6 WHO 2 The Seventh Doctor When 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 artifact: Draw a card.") UW Legendary Creature — Time Lord Doctor Creature 5 3WU 3/6 WHO 2 The Seventh Doctor When 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 artifact: Draw a card.") UW Legendary Creature — Time Lord Doctor Creature 5 3WU 3/6 WHO 2 The Seventh Doctor When 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 artifact: Draw a card.") UW Legendary Creature — Time Lord Doctor Creature 5 3WU 3/6 WHO 2 The Seventh Doctor When 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 artifact: Draw a card.") UW Legendary Creature — Time Lord Doctor Creature 5 3WU 3/6 WHO 2 The Sixth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 6 4GU 3/3 WHO 2 The Sixth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 6 4GU 3/3 WHO 2 The Sixth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 6 4GU 3/3 WHO 2 The Sixth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 6 4GU 3/3 WHO 2 The Sixth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 6 4GU 3/3 WHO 2 The Sixth Doctor 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.) GU Legendary Creature — Time Lord Doctor Creature 6 4GU 3/3 WHO 2 The Sound of Drums 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 The Sound of Drums from your graveyard to your hand. R Enchantment — Aura Enchantment 3 2R WHO 1 The Sound of Drums 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 The Sound of Drums from your graveyard to your hand. R Enchantment — Aura Enchantment 3 2R WHO 1 The Sound of Drums 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 The Sound of Drums from your graveyard to your hand. R Enchantment — Aura Enchantment 3 2R WHO 1 The Sound of Drums 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 The Sound of Drums from your graveyard to your hand. R Enchantment — Aura Enchantment 3 2R WHO 1 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Tenth Doctor 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.) RU Legendary Creature — Time Lord Doctor Creature 5 3UR 3/5 WHO 2 The Third Doctor Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token. GU Legendary Creature — Time Lord Doctor Creature 4 2GU 2/2 WHO 2 The Third Doctor Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token. GU Legendary Creature — Time Lord Doctor Creature 4 2GU 2/2 WHO 2 The Third Doctor Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token. GU Legendary Creature — Time Lord Doctor Creature 4 2GU 2/2 WHO 2 The Third Doctor Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token. GU Legendary Creature — Time Lord Doctor Creature 4 2GU 2/2 WHO 2 The Third Doctor Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token. GU Legendary Creature — Time Lord Doctor Creature 4 2GU 2/2 WHO 2 The Third Doctor Trample The Third Doctor gets +1/+1 for each noncreature token you control. When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token. GU Legendary Creature — Time Lord Doctor Creature 4 2GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Thirteenth 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. GU Legendary Creature — Time Lord Doctor Creature 3 1GU 2/2 WHO 2 The Toymaker's Trap 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 The Toymaker's Trap. B Enchantment Enchantment 3 2B WHO 1 The Toymaker's Trap 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 The Toymaker's Trap. B Enchantment Enchantment 3 2B WHO 1 The Toymaker's Trap 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 The Toymaker's Trap. B Enchantment Enchantment 3 2B WHO 1 The Toymaker's Trap 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 The Toymaker's Trap. B Enchantment Enchantment 3 2B WHO 1 The Twelfth Doctor 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. RU Legendary Creature — Time Lord Doctor Creature 5 3UR 4/4 WHO 2 The Twelfth Doctor 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. RU Legendary Creature — Time Lord Doctor Creature 5 3UR 4/4 WHO 2 The Twelfth Doctor 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. RU Legendary Creature — Time Lord Doctor Creature 5 3UR 4/4 WHO 2 The Twelfth Doctor 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. RU Legendary Creature — Time Lord Doctor Creature 5 3UR 4/4 WHO 2 The Twelfth Doctor 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. RU Legendary Creature — Time Lord Doctor Creature 5 3UR 4/4 WHO 2 The Twelfth Doctor 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. RU Legendary Creature — Time Lord Doctor Creature 5 3UR 4/4 WHO 2 The Valeyard 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. BRU Legendary Creature — Time Lord Noble Creature 5 2UBR 4/5 WHO 2 The Valeyard 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. BRU Legendary Creature — Time Lord Noble Creature 5 2UBR 4/5 WHO 2 The Valeyard 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. BRU Legendary Creature — Time Lord Noble Creature 5 2UBR 4/5 WHO 2 The Valeyard 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. BRU Legendary Creature — Time Lord Noble Creature 5 2UBR 4/5 WHO 2 The War Doctor 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. RW Legendary Creature — Time Lord Doctor Creature 4 2RW 3/5 WHO 2 The War Doctor 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. RW Legendary Creature — Time Lord Doctor Creature 4 2RW 3/5 WHO 2 The War Doctor 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. RW Legendary Creature — Time Lord Doctor Creature 4 2RW 3/5 WHO 2 The War Doctor 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. RW Legendary Creature — Time Lord Doctor Creature 4 2RW 3/5 WHO 2 The War Doctor 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. RW Legendary Creature — Time Lord Doctor Creature 4 2RW 3/5 WHO 2 The War Doctor 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. RW Legendary Creature — Time Lord Doctor Creature 4 2RW 3/5 WHO 2 The War Games (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 The War Games remains on the battlefield. II, III — Put a +1/+1 counter on each Warrior creature. IV — You may exile a nontoken creature you control. When you do, exile all Warriors. W Enchantment — Saga Enchantment 4 2WW WHO 1 The War Games (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 The War Games remains on the battlefield. II, III — Put a +1/+1 counter on each Warrior creature. IV — You may exile a nontoken creature you control. When you do, exile all Warriors. W Enchantment — Saga Enchantment 4 2WW WHO 1 The Wedding of River Song 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.) W Sorcery Sorcery 3 2W WHO 3 The Wedding of River Song 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.) W Sorcery Sorcery 3 2W WHO 3 The Wedding of River Song 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.) W Sorcery Sorcery 3 2W WHO 3 The Wedding of River Song 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.) W Sorcery Sorcery 3 2W WHO 3 Thespian's Stage {T}: Add {C}. {2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability. Land Land 0 WHO 0 Thespian's Stage {T}: Add {C}. {2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability. Land Land 0 WHO 0 Thespian's Stage {T}: Add {C}. {2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability. Land Land 0 WHO 0 Thespian's Stage {T}: Add {C}. {2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability. Land Land 0 WHO 0 Thijarian Witness 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 artifact: Draw a card.") G Creature — Alien Cleric Creature 2 1G 0/4 WHO 2 Thijarian Witness 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 artifact: Draw a card.") G Creature — Alien Cleric Creature 2 1G 0/4 WHO 2 Think Twice Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 2 1U WHO 3 Think Twice Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 2 1U WHO 3 This Is How It Ends 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. B Instant Instant 4 3B WHO 3 This Is How It Ends 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. B Instant Instant 4 3B WHO 3 This Is How It Ends 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. B Instant Instant 4 3B WHO 3 This Is How It Ends 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. B Instant Instant 4 3B WHO 3 Thought Vessel You have no maximum hand size. {T}: Add {C}. Artifact Artifact 2 2 WHO 1 Thought Vessel You have no maximum hand size. {T}: Add {C}. Artifact Artifact 2 2 WHO 1 Three Visits Search your library for a Forest card, put it onto the battlefield, then shuffle. G Sorcery Sorcery 2 1G WHO 3 Three Visits Search your library for a Forest card, put it onto the battlefield, then shuffle. G Sorcery Sorcery 2 1G WHO 3 Thriving Bluff Thriving Bluff enters the battlefield tapped. As Thriving Bluff enters the battlefield, choose a color other than red. {T}: Add {R} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Bluff Thriving Bluff enters the battlefield tapped. As Thriving Bluff enters the battlefield, choose a color other than red. {T}: Add {R} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Grove Thriving Grove enters the battlefield tapped. As Thriving Grove enters the battlefield, choose a color other than green. {T}: Add {G} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Grove Thriving Grove enters the battlefield tapped. As Thriving Grove enters the battlefield, choose a color other than green. {T}: Add {G} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Heath Thriving Heath enters the battlefield tapped. As Thriving Heath enters the battlefield, choose a color other than white. {T}: Add {W} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Heath Thriving Heath enters the battlefield tapped. As Thriving Heath enters the battlefield, choose a color other than white. {T}: Add {W} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Isle Thriving Isle enters the battlefield tapped. As Thriving Isle enters the battlefield, choose a color other than blue. {T}: Add {U} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Isle Thriving Isle enters the battlefield tapped. As Thriving Isle enters the battlefield, choose a color other than blue. {T}: Add {U} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Moor Thriving Moor enters the battlefield tapped. As Thriving Moor enters the battlefield, choose a color other than black. {T}: Add {B} or one mana of the chosen color. Land Land 0 WHO 1 0 Thriving Moor Thriving Moor enters the battlefield tapped. As Thriving Moor enters the battlefield, choose a color other than black. {T}: Add {B} or one mana of the chosen color. Land Land 0 WHO 1 0 Throes of Chaos Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) R Sorcery Sorcery 4 3R WHO 3 Throes of Chaos Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.) Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) R Sorcery Sorcery 4 3R WHO 3 Time Beetle Skulk (This creature can't be blocked by creatures with greater power.) Parallel Universe — Whenever Time Beetle deals combat damage to a player, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) U Creature — Alien Insect Creature 2 1U 1/1 WHO 2 Time Beetle Skulk (This creature can't be blocked by creatures with greater power.) Parallel Universe — Whenever Time Beetle deals combat damage to a player, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) U Creature — Alien Insect Creature 2 1U 1/1 WHO 2 Time Lord Regeneration 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." U Instant Instant 1 U WHO 3 Time Lord Regeneration 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." U Instant Instant 1 U WHO 3 Time Reaper Flying, haste Consume Anomaly — Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life. B Creature — Alien Horror Creature 5 3BB 4/4 WHO 2 Time Reaper Flying, haste Consume Anomaly — Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life. B Creature — Alien Horror Creature 5 3BB 4/4 WHO 2 Time Reaper Flying, haste Consume Anomaly — Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life. B Creature — Alien Horror Creature 5 3BB 4/4 WHO 2 Time Reaper Flying, haste Consume Anomaly — Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life. B Creature — Alien Horror Creature 5 3BB 4/4 WHO 2 Time Wipe Return a creature you control to its owner's hand, then destroy all creatures. UW Sorcery Sorcery 5 2WWU WHO 3 Time Wipe Return a creature you control to its owner's hand, then destroy all creatures. UW Sorcery Sorcery 5 2WWU WHO 3 Time Wipe Return a creature you control to its owner's hand, then destroy all creatures. UW Sorcery Sorcery 5 2WWU WHO 3 Time Wipe Return a creature you control to its owner's hand, then destroy all creatures. UW Sorcery Sorcery 5 2WWU WHO 3 Traverse Eternity Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) U Sorcery Sorcery 4 2UU WHO 3 Traverse Eternity Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) U Sorcery Sorcery 4 2UU WHO 3 Traverse Eternity Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) U Sorcery Sorcery 4 2UU WHO 3 Traverse Eternity Draw cards equal to the highest mana value among historic permanents you control. (Artifacts, legendaries, and Sagas are historic.) U Sorcery Sorcery 4 2UU WHO 3 Trenzalore Clocktower {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 Land Land 0 WHO 0 Trenzalore Clocktower {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 Land Land 0 WHO 0 Trenzalore Clocktower {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 Land Land 0 WHO 0 Trenzalore Clocktower {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 Land Land 0 WHO 0 Trial of a Time Lord (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile target nontoken creature an opponent controls until Trial of a Time Lord leaves the battlefield. IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with Trial of a Time Lord puts that card on the bottom of their library. W Enchantment — Saga Enchantment 3 1WW WHO 1 Trial of a Time Lord (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Exile target nontoken creature an opponent controls until Trial of a Time Lord leaves the battlefield. IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with Trial of a Time Lord puts that card on the bottom of their library. W Enchantment — Saga Enchantment 3 1WW WHO 1 Truth or Consequences Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote. RU Sorcery Sorcery 4 2UR WHO 3 Truth or Consequences Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote. RU Sorcery Sorcery 4 2UR WHO 3 Twice Upon a Time // Unlikely Meeting U Sorcery // Sorcery — Adventure Sorcery 6 4UU // 2U WHO 3 Twice Upon a Time // Unlikely Meeting U Sorcery // Sorcery — Adventure Sorcery 6 4UU // 2U WHO 3 Two Streams Facility 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. Plane — Apalapucia 0 WHO 1 UNIT Headquarters 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. Plane — Earth 0 WHO 1 Unleash the Flux When you encounter Unleash the Flux, each player sacrifices a nonland permanent, then you flip a coin. If you lose the flip, repeat this process. (Then planeswalk away from this phenomenon.) Phenomenon 0 WHO 1 Vashta Nerada Indestructible Shadow (This creature can block or be blocked by only creatures with shadow.) Morbid — At the beginning of each end step, if a creature died this turn, put a +1/+1 counter on Vashta Nerada. B Creature — Alien Horror Creature 3 2B 1/1 WHO 2 Vashta Nerada Indestructible Shadow (This creature can block or be blocked by only creatures with shadow.) Morbid — At the beginning of each end step, if a creature died this turn, put a +1/+1 counter on Vashta Nerada. B Creature — Alien Horror Creature 3 2B 1/1 WHO 2 Vashta Nerada Indestructible Shadow (This creature can block or be blocked by only creatures with shadow.) Morbid — At the beginning of each end step, if a creature died this turn, put a +1/+1 counter on Vashta Nerada. B Creature — Alien Horror Creature 3 2B 1/1 WHO 2 Vashta Nerada Indestructible Shadow (This creature can block or be blocked by only creatures with shadow.) Morbid — At the beginning of each end step, if a creature died this turn, put a +1/+1 counter on Vashta Nerada. B Creature — Alien Horror Creature 3 2B 1/1 WHO 2 Vineglimmer Snarl As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters the battlefield tapped. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Vineglimmer Snarl As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters the battlefield tapped. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Vineglimmer Snarl As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters the battlefield tapped. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Vineglimmer Snarl As Vineglimmer Snarl enters the battlefield, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters the battlefield tapped. {T}: Add {G} or {U}. Land Land 0 WHO 1 0 Vislor Turlough Deal with the Black Guardian — When Vislor Turlough enters the battlefield, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it. At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand. Doctor's companion (You can have two commanders if the other is the Doctor.) B Legendary Creature — Rogue Creature 4 3B 2/5 WHO 2 Vislor Turlough Deal with the Black Guardian — When Vislor Turlough enters the battlefield, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it. At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand. Doctor's companion (You can have two commanders if the other is the Doctor.) B Legendary Creature — Rogue Creature 4 3B 2/5 WHO 2 Vislor Turlough Deal with the Black Guardian — When Vislor Turlough enters the battlefield, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it. At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand. Doctor's companion (You can have two commanders if the other is the Doctor.) B Legendary Creature — Rogue Creature 4 3B 2/5 WHO 2 Vislor Turlough Deal with the Black Guardian — When Vislor Turlough enters the battlefield, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it. At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand. Doctor's companion (You can have two commanders if the other is the Doctor.) B Legendary Creature — Rogue Creature 4 3B 2/5 WHO 2 Vrestin, Menoptra Leader Flying Vrestin enters the battlefield with X +1/+1 counters on it. When Vrestin enters the battlefield, create X 1/1 green and white Alien Insect creature tokens with flying. Whenever you attack with one or more Insects, put a +1/+1 counter on each of them. GW Legendary Creature — Alien Insect Scout Creature 3 XGGW 0/0 WHO 2 Vrestin, Menoptra Leader Flying Vrestin enters the battlefield with X +1/+1 counters on it. When Vrestin enters the battlefield, create X 1/1 green and white Alien Insect creature tokens with flying. Whenever you attack with one or more Insects, put a +1/+1 counter on each of them. GW Legendary Creature — Alien Insect Scout Creature 3 XGGW 0/0 WHO 2 Vrestin, Menoptra Leader Flying Vrestin enters the battlefield with X +1/+1 counters on it. When Vrestin enters the battlefield, create X 1/1 green and white Alien Insect creature tokens with flying. Whenever you attack with one or more Insects, put a +1/+1 counter on each of them. GW Legendary Creature — Alien Insect Scout Creature 3 XGGW 0/0 WHO 2 Vrestin, Menoptra Leader Flying Vrestin enters the battlefield with X +1/+1 counters on it. When Vrestin enters the battlefield, create X 1/1 green and white Alien Insect creature tokens with flying. Whenever you attack with one or more Insects, put a +1/+1 counter on each of them. GW Legendary Creature — Alien Insect Scout Creature 3 XGGW 0/0 WHO 2 War Room {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card. Land Land 0 WHO 0 War Room {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card. Land Land 0 WHO 0 War Room {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card. Land Land 0 WHO 0 War Room {T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card. Land Land 0 WHO 0 Waterlogged Grove {T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice Waterlogged Grove: Draw a card. Land Land 0 WHO 0 Waterlogged Grove {T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice Waterlogged Grove: Draw a card. Land Land 0 WHO 0 Waterlogged Grove {T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice Waterlogged Grove: Draw a card. Land Land 0 WHO 0 Waterlogged Grove {T}, Pay 1 life: Add {G} or {U}. {1}, {T}, Sacrifice Waterlogged Grove: Draw a card. Land Land 0 WHO 0 Wayfarer's Bauble {2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Artifact Artifact 1 1 WHO 1 Wayfarer's Bauble {2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Artifact Artifact 1 1 WHO 1 Wedding Ring When Wedding Ring enters the battlefield, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life. W Artifact Artifact 4 2WW WHO 1 Wedding Ring When Wedding Ring enters the battlefield, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life. W Artifact Artifact 4 2WW WHO 1 Wedding Ring When Wedding Ring enters the battlefield, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life. W Artifact Artifact 4 2WW WHO 1 Wedding Ring When Wedding Ring enters the battlefield, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life. W Artifact Artifact 4 2WW WHO 1 Weeping Angel Flash First strike, vigilance Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn. If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library. BU Artifact Creature — Alien Angel Creature 3 1UB 2/2 WHO 2 Weeping Angel Flash First strike, vigilance Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn. If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library. BU Artifact Creature — Alien Angel Creature 3 1UB 2/2 WHO 2 Weeping Angel Flash First strike, vigilance Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn. If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library. BU Artifact Creature — Alien Angel Creature 3 1UB 2/2 WHO 2 Weeping Angel Flash First strike, vigilance Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn. If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library. BU Artifact Creature — Alien Angel Creature 3 1UB 2/2 WHO 2 Weeping Angel Flash First strike, vigilance Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn. If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library. BU Artifact Creature — Alien Angel Creature 3 1UB 2/2 WHO 2 Weeping Angel Flash First strike, vigilance Whenever an opponent casts a creature spell, Weeping Angel isn't a creature until end of turn. If Weeping Angel would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library. BU Artifact Creature — Alien Angel Creature 3 1UB 2/2 WHO 2 Wibbly-wobbly, Timey-wimey 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. U Sorcery Sorcery 2 1U WHO 3 Wibbly-wobbly, Timey-wimey 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. U Sorcery Sorcery 2 1U WHO 3 Wilfred Mott 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. W Legendary Creature — Human Soldier Creature 4 3W 2/4 WHO 2 Wilfred Mott 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. W Legendary Creature — Human Soldier Creature 4 3W 2/4 WHO 2 Wilfred Mott 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. W Legendary Creature — Human Soldier Creature 4 3W 2/4 WHO 2 Wilfred Mott 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. W Legendary Creature — Human Soldier Creature 4 3W 2/4 WHO 2 Wound Reflection At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.) B Enchantment Enchantment 6 5B WHO 1 Wound Reflection At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.) B Enchantment Enchantment 6 5B WHO 1 Wound Reflection At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.) B Enchantment Enchantment 6 5B WHO 1 Wound Reflection At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.) B Enchantment Enchantment 6 5B WHO 1 Wreck and Rebuild Choose one — • Destroy target artifact or enchantment. • Mill five cards, then you may put a land card from your graveyard onto the battlefield tapped. Flashback {3}{R}{G} GR Sorcery Sorcery 3 1RG WHO 3 Wreck and Rebuild Choose one — • Destroy target artifact or enchantment. • Mill five cards, then you may put a land card from your graveyard onto the battlefield tapped. Flashback {3}{R}{G} GR Sorcery Sorcery 3 1RG WHO 3 Yasmin Khan {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.) R Legendary Creature — Human Detective Creature 4 3R 3/3 WHO 2 Yasmin Khan {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.) R Legendary Creature — Human Detective Creature 4 3R 3/3 WHO 2 Yasmin Khan {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.) R Legendary Creature — Human Detective Creature 4 3R 3/3 WHO 2 Yasmin Khan {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.) R Legendary Creature — Human Detective Creature 4 3R 3/3 WHO 2 Yasmin Khan {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.) R Legendary Creature — Human Detective Creature 4 3R 3/3 WHO 2 Yasmin Khan {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.) R Legendary Creature — Human Detective Creature 4 3R 3/3 WHO 2 Zygon Infiltrator Body-print — {2}{U}: Tap another target creature and put a stun counter on it. Zygon Infiltrator 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.) U Creature — Alien Shapeshifter Soldier Creature 3 2U 3/2 WHO 2 Zygon Infiltrator Body-print — {2}{U}: Tap another target creature and put a stun counter on it. Zygon Infiltrator 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.) U Creature — Alien Shapeshifter Soldier Creature 3 2U 3/2 WHO 2