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Bessie, the Doctor's Roadster
Bessie, the Doctor's Roadster 2 (2)
Legendary Artifact — Vehicle (3/4)

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.)

Doctor Who Commander (Rare)
The Day of the Doctor
The Day of the Doctor 3RedWhite (5)
Enchantment — Saga

(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 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.

Doctor Who Commander (Rare)
The Eighth Doctor
The Eighth Doctor 4WhiteBlue (6)
Legendary Creature — Time Lord Doctor (4/4)

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."

Doctor Who Commander (Rare)
The Eleventh Doctor
The Eleventh Doctor 1WhiteBlue (3)
Legendary Creature — Time Lord Doctor (3/2)

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.

Doctor Who Commander (Rare)
The Fifth Doctor
The Fifth Doctor 2WhiteBlue (4)
Legendary Creature — Time Lord Doctor (2/2)

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.

Doctor Who Commander (Rare)
The First Doctor
The First Doctor 1WhiteBlue (3)
Legendary Creature — Time Lord Doctor (2/2)

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.

Doctor Who Commander (Rare)
The Five Doctors
The Five Doctors 5Green (6)
Sorcery

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.

Doctor Who Commander (Rare)
The Fourth Doctor
The Fourth Doctor 2GreenBlue (4)
Legendary Creature — Time Lord Doctor (4/4)

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.)

Doctor Who Commander (Mythic Rare)
The Fugitive Doctor
The Fugitive Doctor 3RedGreen (5)
Legendary Creature — Time Lord Doctor (4/4)

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 2RedGreen until end of turn. (You may cast that card from your graveyard for its flashback cost. Then exile it.)

Doctor Who Commander (Rare)
The Night of the Doctor
The Night of the Doctor 4WhiteWhite (6)
Enchantment — Saga

(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.

Doctor Who Commander (Rare)
The Ninth Doctor
The Ninth Doctor 1BlueRed (3)
Legendary Creature — Time Lord Doctor (2/4)

Haste

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

Doctor Who Commander (Rare)
The Second Doctor
The Second Doctor 2WhiteBlue (4)
Legendary Creature — Time Lord Doctor (2/4)

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.

Doctor Who Commander (Rare)
The Seventh Doctor
The Seventh Doctor 3WhiteBlue (5)
Legendary Creature — Time Lord Doctor (3/6)

Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Doctor Who Commander (Rare)
The Sixth Doctor
The Sixth Doctor 4GreenBlue (6)
Legendary Creature — Time Lord Doctor (3/3)

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.)

Doctor Who Commander (Rare)
The Tenth Doctor
The Tenth Doctor 3BlueRed (5)
Legendary Creature — Time Lord Doctor (3/5)

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.)

Doctor Who Commander (Mythic Rare)
The Third Doctor
The Third Doctor 2GreenBlue (4)
Legendary Creature — Time Lord Doctor (2/2)

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.

Doctor Who Commander (Rare)
The Thirteenth Doctor
The Thirteenth Doctor 1GreenBlue (3)
Legendary Creature — Time Lord Doctor (2/2)

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.

Doctor Who Commander (Mythic Rare)
The Twelfth Doctor
The Twelfth Doctor 3BlueRed (5)
Legendary Creature — Time Lord Doctor (4/4)

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.

Doctor Who Commander (Rare)
The War Doctor
The War Doctor 2RedWhite (4)
Legendary Creature — Time Lord Doctor (3/5)

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.

Doctor Who Commander (Rare)
Trait Doctoring
Trait Doctoring Blue (1)
Sorcery

Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Dragon's Maze (Rare)
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