Every Card Revealed – MTG

Image

Name

Description

Crisis of Conscience

Crisis of Conscience

Four generic, two white sorcery – Rare


Choose one —

  • Destroy all tokens.
  • Destroy all nonland, nontoken permanents.
Everybody Lives!

Everybody Lives!

One generic, one white instant – Rare


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.

Farewell

Farewell

Four generic, two white sorcery – Rare


Choose one or more —

  • Exile all artifacts.
  • Exile all creatures.
  • Exile all enchantments.
  • Exile all graveyards.
Four Knocks

Four Knocks

Two generic, one white enchantment – Rare


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.

Jo Grant

Jo Grant

Two generic, one white legendary creature – Human Soldier – 3/2 – Rare


Each historic card in your hand has cycling: two generic, one white. (Two generic, one white, 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.)

Peri Brown

Peri Brown

Three generic, one white legendary creature – Human – 2/3 – Rare


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 one generic or one mana of that creature’s color.)


Doctor’s companion (You can have two commanders if the other is the Doctor.)

Tegan Jovanka

Tegan Jovanka

Two generic, one white legendary creature – Human – 2/2 – Rare


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.)

The Caves of Androzani

The Caves of Androzani

Three generic, one white enchantment – Saga – Rare


(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.

The Girl In The Fireplace

The Girl In The Fireplace

Two generic, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. Create a 1/1 white Human Noble creature token with vanishing 3 and “Prevent all damage that would be dealt to this creature.”
  2. Create a 2/2 white Horse creature token with “Doctors you control have horsemanship.” (They can’t be blocked except by creatures with horsemanship.)
  3. Whenever a creature you control deals combat damage to a player this turn, time travel.
The Night of the Doctor

The Night of the Doctor

Four generic, two white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after II.)

  1. Destroy all creatures.
  2. Return target legendary creature from your graveyard to the battlefield. Put your choice of a first strike, vigilance, or lifelink counter on it.
The War Games

The War Games

Two generic, two white enchantment – Saga – Rare


(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. Those 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.

Trial of a Time Lord

Trial of a Time Lord

One generic, two white enchantment – Saga – Rare


(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 of guilty. If Guilty gets more votes, the owner of each card exile with Trial of a Time Lord puts that card on the bottom of their library.

An Unearthly Child

An Unearthly Child

One generic, two blue enchantment – Saga – Rare


(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.

Don't Blink

Don’t Blink

One generic, one blue instant – Uncommon


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: two generic (Two generic, Discard this card: Draw a card.)

K-9, Mark I

K-9, Mark I

One blue legendary artifact creature – Robot Dog – 1/1 – Rare


Negative — As long as K-9, Mark I is untapped, other legendary creatures you control have ward: one generic.


Affirmative — One generic, one blue, tap: Target legendary creature can’t be blocked this turn.


Doctor’s companion (You can have two commanders if the other is the Doctor.)

Reverse the Polarity

Reverse The Polarity

One generic, two blue instant – Rare


Choose one —

  • Counter all other spells.
  • Switch each creature’s power and toughness until end of turn.
  • Creatures can’t be blocked this turn.
The Eleventh Hour

The Eleventh Hour

Three generic, one blue enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
  2. Create a food token and a 1/1 white Human creature token with “Doctor spells you cast cost one generic less to cast.”
  3. Create a token that’s a copy of target creature, except it’s a legendary Alien named Prisoner Zero.
Time Lord Regeneration

Time Lord Regeneration

One blue instant – Uncommon


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.”

Wibbly-wobbly, Timey-wimey

Wibbly-wobbly, Timey-wimey

One generic, one blue sorcery – Common


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.

Genesis of the Daleks

Genesis of the Daleks

Four generic, two black enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)


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 makes 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.

Amy Pond

Amy Pond

Two generic, one red legendary creature – Human – 2/2 – Rare


Partner with Rory Williams (When this creature enters the battlefield, target player may put Rory into their hand from the library, then shuffle.)


Whenever Amy Pond deals combat damagr 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.)

Day of the Moon

Day of the Moon

Two generic, one red enchantment – Saga – Rare


(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 turn if able, and attack a player other than you if able.)

Decaying Time Loop

Decaying Time Loop

Three generic, one red instant – Uncommon


Discard all 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.)

Donna Noble

Donna Noble

Three generic, one red legendary creature – Human – 2/4 – Rare


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.)

The Parting of the Ways

The Parting of the Ways

Four generic, two red enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. 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.
  2. Time travel, then time travel.
  3. For each opponent, destroy up to one target artifact that player controls.
The Flux

The Flux

Two generic, two red enchantment – Saga – Rare


(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 red mana.

Ace, Fearless Rebel

Ace, Fearless Rebel

Three generic, one green legendary creature – Human Rebel – 2/2 – Rare


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.)

City of Death

City of Death

Two generic, one green enchantment – Saga – Rare


(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.

Fugitive of the Judoon

Fugitive of the Judoon

Four generic, one green enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. Create a 1/1 white Human creature token with ward: two generic and a 4/4 white Alien Rhino creature token.
  2. Investigate.
  3. You may exile a Human you control and an arifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then shuffle.
Jamie McCrimmon

Jamie McCrimmon

Two generic, one green legendary creature – Human Warrior – 2/2 – Rare


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.)

Susan Foreman

Susan Foreman

One generic, one green legendary creature – Time Lord – 1/1 – Rare


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 the top, the planeswalker.


Tap: Add one green mana.


Doctor’s companion (You can have two commanders if the other is the Doctor.)

The Foretold Soldier

The Foretold Soldier

Two generic, two green creature – Alien Zombie Soldier – 6/6 – Rare


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: one generic, one green. (During your turn, you may pay two generic and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Gallifrey Stands

Gallifrey Stands

Four generic, one white, one blue legendary enchantment – Rare


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.

The Eighth Doctor

The Eighth Doctor

Four generic, one white, one blue legendary creature – Time Lord Doctor – 4/4 – Rare


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.”

The Eleventh Doctor

The Eleventh Doctor

One generic, one white, one blue legendary creature – Time Lord Doctor – 3/2 – Rare


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.


Two generic: Target creature with power 3 or less can’t be blocked this turn.

The First Doctor

The First Doctor

One generic, one white, one blue legendary creature – Time Lord Doctor – 2/2 – Rare


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.

The Fifth Doctor

The Fifth Doctor

Two generic, one white, one blue legendary creature – Time Lord Doctor – 2/2 – Rare


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.

The Second Doctor

The Second Doctor

Two generic, one white, one blue legendary creature – Time Lord Doctor – 2/4 – Rare


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.

The Seventh Doctor

The Seventh Doctor

Three generic, one white, one blue legendary creature – Time Lord Doctor – 3/6 – Rare


Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card’s mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don’t cast a spell this way, investigate. (Create a Clue token. It’s an artifact with “two generic, Sacrifice this artifact: Draw a card.”)

Bigger on the Inside

Bigger on the Inside

Three generic, one red, one green enchantment – Aura – Uncommon


Enchant artifact or land


Enchanted permanent has “Tap: 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.)

The Curse of Fenric

The Curse of Fenric

Two generic, one green, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. 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.
  2. Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
  3. Target Mutant fights another target creature named Fenric.
Heaven Sent

Heaven Sent

One blue, one red enchantment – Saga – Rare


(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.

River Song

River Song

One generic, one blue, one red legendary creature – Human Time Lord Rogue – 2/2 – Rare


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.

The Ninth Doctor

The Ninth Doctor

One generic, one blue, one red legendary creature – Time Lord Doctor – 2/4 – Rare


Haste


Into The TARDIS — Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.

The Twelfth Doctor

The Twelfth Doctor

Three generic, one blue, one red legendary creature – Time Lord Doctor – 4/4 – Rare


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.

Gallifrey Falls No More

Gallifrey Falls//No More

Gallifrey Falls


Four generic, two red instant – Rare


Gallifrey Falls deals 4 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.

No More


Two generic, one white instant – Rare


Any number of target creatures you control phase out.

Fuse (You may cast one or both halves of this card from your hand.)

The Day of the Doctor

The Day Of The Doctor

Three generic, one red, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)


I, II, III: Exile cards from your library until you exile a legendary card. You may play that card for as long as 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.

The Sixth Doctor

The Sixth Doctor

Four generic, one green, one blue legendary creature – Time Lord Doctor – 3/3 – Rare


Time Lord’s Prerogative — Whenever you cast a h istoric 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.)

The Third Doctor

The Third Doctor

Two generic, one green, one blue legendary creature – Time Lord Doctor – 2/2 – Rare


Trample


The Third Doctor gets +1/+1 for each nontoken creature you control.


When The Third Doctor enters the battlefield, create your choice of a Clue token, a Food token, or a Treasure token.

Clara Oswald

Clara Oswald

Six generic legendary creature – Human Advisor – 2/6 – Rare


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.)

River Song's Diary

River Song’s Diary

Three generic artifact – Rare


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.

Amy's Home

Amy’s Home

Plane – Earth – Common


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.)

Aplan Mortarium

Aplan Mortarium

Plane – Alfava Metraxis – Common


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.”

Beseiged Viking Village

Besieged Viking Village

Plane – Earth – Common


All creatures have “Boast — one generic: 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.

UNIT Headquarters

UNIT Headquarters

Plane – Earth – Common


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.

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