One of the most ambitious Universes Beyond Magic: The Gathering projects the game has seen is the Doctor Who collection. Bringing together more than 60 years of lore from across the show, books, radio dramas, comics, and more are some of the coolest science fiction stories ever told.
There are 15 Doctors in Universes Beyond: Doctor Who, each one with a unique color identity and powerful effects to help you save the day. All these Doctors represent a different time in the Doctor’s history, with abilities that mirror their in-universe adventures. None of the Doctor cards are bad, but some are better than others.
15 The First Doctor
Debuting back in 1963, the First Doctor and his wondrous time machine the TARDIS captivated fans with his fantastical adventures through time and space. In Magic, he’s never far from his treasured TARDIS, letting you search your library for it when he comes into play and put it into your hand.
With the TARDIS, you can give the next spell you cast cascade after you’ve attacked with it while controlling your Doctor. Anytime you cast a spell with cascade, you get to put a +1/+1 counter on an artifact or creature with The First Doctor, turning your spells into two-for-ones and giving your creatures a boost.
14 The Eighth Doctor
As soon as The Eighth Doctor enters the battlefield, you get to mill three cards, kickstarting his primary ability. On your turn, you can play one historic land or cast historic card from your graveyard. Historic cards are going to be all your legendary cards, artifacts, and any Saga enchantments.
Even though it might seem powerful, you can only do it once per card, since The Eighth Doctor makes it so those cards get exiled if they would leave the battlefield again. Still, getting two uses out of every historic card in your deck is a pretty good deal.
13 The Fugitive Doctor
Met during the travels of The Thirteenth Doctor, The Fugitive Doctor is a curious addition to the Doctor’s lore and her card reflects that. When The Fugitive Doctor comes into play, you make a Clue token.
You can choose to sacrifice a Clue token anytime The Fugitive Doctor attacks, giving any instant or sorcery flashback for just four mana. Getting massive spells like Time Stretch or an Expropriate for cheap is a fantastic way to get ahead in a game.
12 The Second Doctor
A group hug card if there ever was one, The Second Doctor shares his gifts with everyone thanks to his How Civil of You ability. At the start of your end step, all players can choose to draw a card. If they do, they can’t attack you or your permanents on their turn.
The Second Doctor then makes it, so all players have no maximum hand size, letting everyone draw cards to their heart’s content. A large part of group hug decks are incentivizing your opponents into attacking each other rather than you, and The Second Doctor does a fantastic job of that.
11 The Fifth Doctor
There’s a lot going on with The Fifth Doctor that might be missed at first glance. The Fifth Doctor’s single ability is Peaceful Coexistence, which at the beginning of your end step, you get to put a +1/+1 counter on each creature you control that didn’t attack this turn, or that didn’t enter the battlefield this turn.
You also get to untap those creatures that get a counter. Any creature you control that has a powerful tap ability suddenly gets another activation, like Arcanis the Omnipotent or Beguiler of Wills.
10 The Third Doctor
Fairly aggressively cost given the potential behind it, The Third Doctor can quickly become a powerful force to be reckoned with. He starts off weak, just a 2/2 with trample, but gains +1/+1 for each noncreature token you control. Treasures, Clues, Food, and Role tokens all work to make him stronger.
To get the ball rolling, The Third Doctor also makes a Clue, Food, or Treasure token when he comes into play, automatically making him a 3/3 when you play it. Combine him with cards like Doubling Season or Primal Vigor to make even more tokens very quickly.
9 The Seventh Doctor
With The Seventh Doctor, you get to play a little guessing game with your opponents. Anytime The Seventh Doctor attacks, you get to pick a card in your hand. One of your opponents guess whether its mana value is greater than the number of artifacts you control. If they’re wrong, you get to cast it for free, if they’re right, you make a Clue token.
You have to set the card you pick aside facedown, but you never actually have to reveal the card unless you go to cast it. You can choose not to reveal it even if your opponent guessed wrong, getting a Clue token regardless. You have to manage your artifacts carefully though, as too many and it’ll be too easy for your opponents to guess.
8 The Eleventh Doctor
With The Eleventh Doctor out in play, all your opponents will stop and listen. Dealing damage with The Eleventh Doctor lets you exile a card from your hand, putting time counters on it equal to its mana value, and giving it suspend.
There are a few ways to guarantee you can hit that combat trigger, but the easiest is built right into him. For just two mana you can make any creature with power three or less unblockable for a turn. Since you can target any creature, feel free to negotiate a little with your opponents if they have a creature they want to slip through other player’s defenses while you’re at it.
7 The War Doctor
Even while weary from war, The War Doctor can’t stop fighting. Anytime one or more other permanents phase out or when other cards are exiled, The War Doctor gains a time counter for each card exiled or phased out.
Then, anytime The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. The War Doctor tracks each individual card that gets exiled or phased out, so effects like cascade can quickly rack up counters on The War Doctor, potentially even enough to take out an opponent in just one attack.
6 The Fourth Doctor
Being able to access extra cards at any time is a huge advantage to any player, and The Fourth Doctor gives you plenty of chances to capitalize on this card advantage. With The Fourth Doctor out, you can look at the top card of your library at any time, giving you a peek at what’s coming next.
Then, you can use his Would You Like A…? ability to play a historic land or cast a historic spell from the top of your deck. Anytime you do gets you a bonus Food token. Combine this ability with cards like Leyline of Anticipation to give all your spells flash to cast one card from your deck on your opponents turns as well.
5 The Sixth Doctor
Historic spells are generally pretty powerful, so why stop at just one? With The Sixth Doctor, you can double up on all your historic spells by copying it, making the copied spell no longer legendary when it resolves. Permanents that you copy this way are a token version of the card.
Because of this, you can use cards like Doubling Season and Parallel Lives to make bonus copies of your copies, giving you three instances of each historic card you cast. You can take The Sixth Doctor in multiple directions this way, making him a very versatile commander.
4 The Ninth Doctor
Time waits for no one and The Ninth Doctor stretches time for you to get the most out of your cards. The aggressively cost three mana Doctor comes down quick, and has haste to make the most of his abilities.
Untapping The Ninth Doctor during your untap step gives you an extra upkeep step after your current step (so at the start of your turn, it’s Untap, Upkeep, Upkeep, Draw). The immediate benefit to The Ninth Doctor is that you get to burn through your suspended cards twice as fast.
Other powerful upkeep effects include cards like Portal to Phyrexia, extra triggers of The Prismatic Bridge, and more life loss and scry effects from The Scarab God.
3 The Thirteenth Doctor
Suspend, Impulse-style draws, foretelling, and more all help The Thirteenth Doctor generate tons of value for your deck while rewarding you for doing so. Anytime you cast a card from anywhere other than your hand, you get to put a +1/+1 counter on a creature.
Then, at the beginning of your end step, you get to uptap each creature you control with a counter of any kind on it, not just +1/+1 counters. Make use of that extra untap step to make your creatures with tap effects twice as good, or to give a functional version of vigilance to your creatures after you attack.
2 The Twelfth Doctor
If you’re going to show off with your Commander deck, you might as well demonstrate the power behind it, and The Twelfth Doctor does just that. The first spell you cast from anywhere each turn gains demonstrate, letting you copy it and then picking an opponent to also copy it.
Anytime you copy a spell, you also get to put a +1/+1 counter on The Twelfth Doctor, pumping him up and helping you get ready for combat. Pair The Twelfth Doctor up with other cards that gain benefits from copying spells like Veyran, Voice of Duality and Narset, Enlightened Master to get multiple opportunities on your turn.
1 The Tenth Doctor
Become the master of time with The Tenth Doctor as your commander and his impressive time traveling abilities. Anytime you attack with any creature you trigger The Tenth Doctor’s Allons-y! ability, exiling cards from your library until you find a nonland card. That card gains suspend and has three time counters put on it.
Then you can turn your cards into a big ball of wibbly-wobbly, timey-wimey stuff, using his activated ability to time travel three times, though you can only do it at sorcery speed, removing or adding time counters across each suspended card you own and permanent with time counters.
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