Cockatrice/Magic-Spoiler
2023-09-26 08:12:44 (UTC)
https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/spoiler.xml
RVR~
Ravnica Remastered (Spoiler)
Masters
2024-03-01
SPG~
Special Guests (Spoiler)
Masterpiece
2023-11-17
LCI~
Lost Caverns of Ixalan (Spoiler)
Expansion
2023-11-17
REX~
Jurassic World Collection (Spoiler)
Masterpiece
2023-11-17
LCC~
Lost Caverns of Ixalan Commander (Spoiler)
Commander
2023-11-17
WHO~
Doctor Who (Spoiler)
Commander
2023-10-13
Arclight Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return Arclight Phoenix from your graveyard to the battlefield.
R
Creature — Phoenix
Creature
4
3R
3/2
RVR~
2
Aurelia, Exemplar of Justice
Flying
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.
RW
Legendary Creature — Angel
Creature
4
2RW
2/5
RVR~
2
Aurelia, Exemplar of Justice
Flying
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.
RW
Legendary Creature — Angel
Creature
4
2RW
2/5
RVR~
2
Birds of Paradise
Flying
{T}: Add one mana of any color.
G
Creature — Bird
Creature
1
G
0/1
RVR~
2
Birds of Paradise
Flying
{T}: Add one mana of any color.
G
Creature — Bird
Creature
1
G
0/1
RVR~
2
Birds of Paradise
Flying
{T}: Add one mana of any color.
G
Creature — Bird
Creature
1
G
0/1
RVR~
2
Blood Crypt
({T}: Add {B} or {R}.)
As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Swamp Mountain
Land
0
RVR~
0
Blood Crypt
({T}: Add {B} or {R}.)
As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Swamp Mountain
Land
0
RVR~
0
Blood Crypt
({T}: Add {B} or {R}.)
As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Swamp Mountain
Land
0
RVR~
0
Breeding Pool
({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Forest Island
Land
0
RVR~
0
Breeding Pool
({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Forest Island
Land
0
RVR~
0
Breeding Pool
({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Forest Island
Land
0
RVR~
0
Fblthp, the Lost
When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
U
Legendary Creature — Homunculus
Creature
2
1U
1/1
RVR~
2
Fblthp, the Lost
When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
U
Legendary Creature — Homunculus
Creature
2
1U
1/1
RVR~
2
Godless Shrine
({T}: Add {W} or {B}.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Plains Swamp
Land
0
RVR~
0
Godless Shrine
({T}: Add {W} or {B}.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Plains Swamp
Land
0
RVR~
0
Godless Shrine
({T}: Add {W} or {B}.)
As Godless Shrine enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Plains Swamp
Land
0
RVR~
0
Hallowed Fountain
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Plains Island
Land
0
RVR~
0
Hallowed Fountain
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Plains Island
Land
0
RVR~
0
Hallowed Fountain
({T}: Add {W} or {U}.)
As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Plains Island
Land
0
RVR~
0
Krenko, Mob Boss
{T}: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
R
Legendary Creature — Goblin Warrior
Creature
4
2RR
3/3
RVR~
2
Krenko, Mob Boss
{T}: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
R
Legendary Creature — Goblin Warrior
Creature
4
2RR
3/3
RVR~
2
Krenko, Mob Boss
{T}: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you control.
R
Legendary Creature — Goblin Warrior
Creature
4
2RR
3/3
RVR~
2
Massacre Girl
Menace
When Massacre Girl enters the battlefield, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
B
Legendary Creature — Human Assassin
Creature
5
3BB
4/4
RVR~
2
Massacre Girl
Menace
When Massacre Girl enters the battlefield, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
B
Legendary Creature — Human Assassin
Creature
5
3BB
4/4
RVR~
2
Massacre Girl
Menace
When Massacre Girl enters the battlefield, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
B
Legendary Creature — Human Assassin
Creature
5
3BB
4/4
RVR~
2
Niv-Mizzet, Parun
This spell can't be countered.
Flying
Whenever you draw a card, Niv-Mizzet, Parun deals 1 damage to any target.
Whenever a player casts an instant or sorcery spell, you draw a card.
RU
Legendary Creature — Dragon Wizard
Creature
6
UUURRR
5/5
RVR~
2
Niv-Mizzet, Parun
This spell can't be countered.
Flying
Whenever you draw a card, Niv-Mizzet, Parun deals 1 damage to any target.
Whenever a player casts an instant or sorcery spell, you draw a card.
RU
Legendary Creature — Dragon Wizard
Creature
6
UUURRR
5/5
RVR~
2
Overgrown Tomb
({T}: Add {B} or {G}.)
As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Swamp Forest
Land
0
RVR~
0
Overgrown Tomb
({T}: Add {B} or {G}.)
As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Swamp Forest
Land
0
RVR~
0
Overgrown Tomb
({T}: Add {B} or {G}.)
As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Swamp Forest
Land
0
RVR~
0
Sacred Foundry
({T}: Add {R} or {W}.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Mountain Plains
Land
0
RVR~
0
Sacred Foundry
({T}: Add {R} or {W}.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Mountain Plains
Land
0
RVR~
0
Sacred Foundry
({T}: Add {R} or {W}.)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Mountain Plains
Land
0
RVR~
0
Steam Vents
({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Island Mountain
Land
0
RVR~
0
Steam Vents
({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Island Mountain
Land
0
RVR~
0
Steam Vents
({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Island Mountain
Land
0
RVR~
0
Stomping Ground
({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Mountain Forest
Land
0
RVR~
0
Stomping Ground
({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Mountain Forest
Land
0
RVR~
0
Stomping Ground
({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Mountain Forest
Land
0
RVR~
0
Temple Garden
({T}: Add {G} or {W}.)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Forest Plains
Land
0
RVR~
0
Temple Garden
({T}: Add {G} or {W}.)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Forest Plains
Land
0
RVR~
0
Temple Garden
({T}: Add {G} or {W}.)
As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Forest Plains
Land
0
RVR~
0
Tomik, Distinguished Advokist
Flying
Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control.
Your opponents can't play land cards from graveyards.
W
Legendary Creature — Human Advisor
Creature
2
WW
2/3
RVR~
2
Tomik, Distinguished Advokist
Flying
Lands on the battlefield and land cards in graveyards can't be the targets of spells or abilities your opponents control.
Your opponents can't play land cards from graveyards.
W
Legendary Creature — Human Advisor
Creature
2
WW
2/3
RVR~
2
Watery Grave
({T}: Add {U} or {B}.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Island Swamp
Land
0
RVR~
0
Watery Grave
({T}: Add {U} or {B}.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Island Swamp
Land
0
RVR~
0
Watery Grave
({T}: Add {U} or {B}.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
Land — Island Swamp
Land
0
RVR~
0
Lord of Atlantis
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
U
Creature — Merfolk
Creature
2
UU
2/2
SPG~
2
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
{T}: Add {C}{C}.
Artifact
Artifact
0
0
SPG~
1
Breeches, Eager Pillager
First strike
Whenever a Pirate you control attacks, choose one that hasn't been chosen this turn —
• Create a Treasure token.
• Target creature can't block this turn.
• Exile the top card of your library. You may play it this turn.
R
Legendary Creature — Goblin Pirate
Creature
3
2R
3/3
LCI~
2
Breeches, Eager Pillager
First strike
Whenever a Pirate you control attacks, choose one that hasn't been chosen this turn —
• Create a Treasure token.
• Target creature can't block this turn.
• Exile the top card of your library. You may play it this turn.
R
Legendary Creature — Goblin Pirate
Creature
3
2R
3/3
LCI~
2
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Cavern of Souls
As Cavern of Souls enters the battlefield, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Land
0
LCI~
0
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
LCI~
0
Ghalta, Stampede Tyrant
Trample
When Ghalta, Stampede Tyrant enters the battlefield, put any number of creature cards from your hand onto the battlefield.
G
Legendary Creature — Elder Dinosaur
Creature
8
5GGG
12/12
LCI~
2
Ghalta, Stampede Tyrant
Trample
When Ghalta, Stampede Tyrant enters the battlefield, put any number of creature cards from your hand onto the battlefield.
G
Legendary Creature — Elder Dinosaur
Creature
8
5GGG
12/12
LCI~
2
Huatli, Poet of Unity
When Huatli, Poet of Unity enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{3}{R/W}{R/W}: Exile Huatli, then return her to the battlefield transformed under her owner's control. Activate only as a sorcery.
G
Legendary Creature — Human Warrior Bard
Creature
3
2G
2/3
LCI~
2
Roar of the Fifth People
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create two 3/3 green Dinosaur creature tokens.
II — Roar of the Fifth People gains "Creatures you control have '{T}: Add {R}, {G}, or {W}.'"
III — Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle.
IV — Dinosaurs you control gain double strike and trample until end of turn.
GRW
Enchantment — Saga
Enchantment
3
LCI~
1
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
LCI~
0
Kellan, Daring Traveler // Journey On
W
Legendary Creature — Human Faerie Scout // Sorcery — Adventure
Creature
2
1W // G
2/3
LCI~
3
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
LCI~
0
Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
R
Legendary Creature — God
Creature
4
2RR
4/4
LCI~
2
Temple of Power
(Transforms from Ojer Axonil, Deepest Might.)
{T}: Add {R}.
{2}{R}, {T}: Transform Temple of Power. Activate only if red sources you controlled dealt 4 or more noncombat damage this turn and only as a sorcery.
Land
Land
4
LCI~
0
Ojer Axonil, Deepest Might
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
R
Legendary Creature — God
Creature
4
2RR
4/4
LCI~
2
Temple of Power
(Transforms from Ojer Axonil, Deepest Might.)
{T}: Add {R}.
{2}{R}, {T}: Transform Temple of Power. Activate only if red sources you controlled dealt 4 or more noncombat damage this turn and only as a sorcery.
Land
Land
4
LCI~
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
LCI~
0
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
LCI~
0
The Skullspore Nexus
This spell costs {X} less to cast, where X is the greatest power among creatures you control.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
{2}, {T}: Double target creature's power until end of turn.
G
Legendary Artifact
Artifact
8
6GG
LCI~
1
The Skullspore Nexus
This spell costs {X} less to cast, where X is the greatest power among creatures you control.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
{2}, {T}: Double target creature's power until end of turn.
G
Legendary Artifact
Artifact
8
6GG
LCI~
1
Indominus Rex, Alpha
As Indominus Rex, Alpha enters the battlefield, discard any number of creature cards. It enters with a flying counter on it if a card discarded this way has flying. The same is true for first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample, and vigilance.
When Indominus Rex enters the battlefield, draw a card for each counter on it.
BGU
Legendary Creature — Dinosaur Mutant
Creature
5
1U/BU/BGG
6/6
REX~
2
Welcome to...
(As this Saga enters and after your draw step, add a lore counter.)
I — For each opponent, up to one target noncreature artifact they control becomes a 0/4 Wall artifact creature with defender for as long as you control this Saga.
II — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn.
III — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control.
G
Enchantment — Saga
Enchantment
3
1GG
REX~
1
Jurassic Park
(Transforms from Welcome to ....)
Each Dinosaur 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.)
{T}: Add {G} for each Dinosaur you control.
Legendary Land
Land
3
REX~
0
lan Malcolm, Chaotician
Whenever a player draws their second card each turn, that player exiles the top card of their library.
During each player's turn, that player may cast a spell from among the cards they don't own exiled with Ian Malcolm, Chaotician, and mana of any type can be spent to cast it.
RU
Legendary Creature — Human Scientist
Creature
3
1UR
2/2
REX~
2
Coercive Portal
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice Coercive Portal and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
Artifact
Artifact
4
4
LCC~
1
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
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
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
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
Donna Noble
Soulbond (You may pair this creature with another unpaired creature then 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
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
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
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
WHO~
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
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 I 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
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
WHO~
0
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
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
WHO~
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
WHO~
0
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
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
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
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
WHO~
0
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
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 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 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 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 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 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 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 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 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
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
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
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