CamoYuki
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Commander
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Commander
Commander
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Card Advantage
Bigger on the Inside
Enchant artifact or land
Enchanted permanent has ": 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.)
Enchanted permanent has ": 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.)
Enchantment - Aura

Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Fortune Teller's Talent
(Gain the next level as a sorcery to add its ability.)
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
You may look at the top card of your library any time.
: Level 2
As long as you've cast a spell this turn, you may play cards from the top of your library.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Kami of Celebration
Whenever a modified creature you control attacks, exile the top card of your library. You may play that card this turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.
Whenever you cast a spell from exile, put a +1/+1 counter on target creature you control.
Creature - Spirit

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.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human

Sword of Forge and Frontier
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Artifact - Equipment

TARDIS
Flying
Whenever this Vehicle 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.)
Whenever this Vehicle 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

The Reality Chip
You may look at the top card of your library any time.
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature Artifact - Equipment Jellyfish

Wild-Magic Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, 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.)
Creature - Shaman Orc Sorcerer

Card Advantage
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Counters
Fangs of Kalonia
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Counters
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Finisher
Maelstrom Wanderer
Creatures you control have haste.
Cascade, 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. Then do it again.)
Cascade, 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. Then do it again.)
Legendary Creature - Elemental

Finisher
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
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Paradox
Flaming Tyrannosaurus
Menace
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
Creature - Dinosaur

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.
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.
Legendary Creature - Warrior Alien

Nalfeshnee
Flying
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Creature - Beast Demon

Paradox
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Protection
K-9, Mark I
Negative — As long as K-9 is untapped, other legendary creatures you control have ward .
Affirmative — , : Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Affirmative — , : Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature Artifact - Dog Robot

Protection
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Ramp
Baeloth Barrityl, Entertainer
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Elf Shaman

Omenpath Journey
When this enchantment enters, search your library for up to five land cards that have different names, exile them, then shuffle.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
Enchantment

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
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Removal
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

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 (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

The Flux
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — This Saga 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 .
I — This Saga 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 .
Enchantment - Saga

Removal
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"The goal is to build up a strong board and overwhelm opponents with value or get to Sage of Hours for extra turns to load up on extra counters and get extra attacks. There is a decent amount of ramp so it is easier to get Yasmin out sooner to get those extra cards from exile and actually cast those cards, along with a lot of alternate card advantage to help add counters with the Thirteenth Doctor and to help get to those extra strong cards and combos. To be specific about \"value,\" when talking about overwhelming opponents with it, the value we are getting that can lead to a win are +1/+1 counters, tokens, and raw damage. This deck is built to just cast a ton of spells, most of which ramp and draw while putting misc creatures on the board, and the payoff for casting all of those spells, other than just more cards and mana, comes in with all the \"Paradox\" cards. The Thirteenth Doctor is one of them, and the others make tokens or do damage, like with The Lost and the Damned, Iraxxa, Faldorn, and Flaming Tyrannosaurus. For when we pop off with random creatures and tokens, there are two haste enablers in the form of Rhythm of the Wild and Maelstrom Wanderer, and Rhythm of the Wild doubles as accelerant for Yasmin if you can get Rhythm of the Wild down before Yasmin, and in the mid-game it helps get counters on everything. It is a powerhouse in this deck, great in every stage. \n\nProbably the best card in the 98 here is \"The Reality Chip.\" It combos incredibly well with these two commanders. If you have both Yasmin and The Thirteenth Doctor out with The Reality Chip equipped to one of them, you can keep playing cards off the top of your deck to get counters with The Thirteenth Doctor, and then if there is a card you don't like or can't play, you can use Yasmin to exile the top card and keep digging. This works with any of the other impulse draw effects in the deck as well. Since The Reality Chip is so strong in this deck, I added two tutors for it. One tutor can also search for the biggest game-winning combo piece in the deck, Sage of Hours. If you have enough of a board set up to help get extra counters from The Thirteenth Doctor's ability with copies or Hardened Scales, you can effectively get infinite turns with Sage of Hours by removing counters for an extra turn and then setting up more counters on it with the extra turn, keeping it going until you win. If you don't care much about the budget, Worldly Tutor would be better than Time of Need since Worldly Tutor can search out any creature, not just legendary ones, so it could grab Sage of Hours. Time of Need is still great though for The Reality Chip, Doc Aurlock, and Loot, The Key to Everything- all amazing engine pieces. \n\nIf Sage of Hours isn't on board, there are some other creatures that are great for stacking +1/+1 counters on. The best are probably Baeloth Barrityl, Crystalline Crawler, Kami of Whispered Hopes, and Runaway Steam-Kin. Powering up Baeloth makes it so he can goad more creatures and then make extra treasure when those goaded creatures die. Runaway Steam-Kin works similarly to Sage of Hours, just instead of extra turns it generates red mana, and Crystalline Crawler makes any color of mana for removing just one counter at a time, making it the best mana generator in the deck. Kami of Whispered Hopes is great because it acts as a Hardened Scales giving additional +1/+1 counters, and it taps for mana of any color equal to its power, so loading up +1/+1 counters on it means it taps for more mana. The only downside of Kami of Whispered Hopes is that it is locked to one color of mana per tap, but mana is still mana. Getting extra mana in this deck is really great because there is so much card advantage with Yasmin, The Reality Chip, and the other impulse draw cards. It feels bad doing a lot of impulse draws without being able to play any of them, so there is a lot of ramp to help cast them, plus some cards that let you play an extra land per turn like Exploration and the Sword of Forge and Frontier so less impulse-drawn lands go to waste, and so you can cycle through more cards with The Reality Chip. \n\nThe most expensive cards in here that aren't found in the Doctor Who Precons are Jeska's Will, Exploration, and Delayed Blast Fireball. To make it cheaper you could replace Delayed Blast Fireball with some more targeted removal, and Jeska's Will could be replaced by a cheaper ritual spell like Battle Hymn, Mana Geyser, or Rite of Flame. Exploration could be replaced by Druid Class. It costs a lot more mana, but it does have the perks of gaining you some life and potentially animating a land. Speaking of lands, any pricy-er lands could be replaced by slower ones that come in tapped more often, but lands that come in untapped are very nice. This deck can have a bit of a slow start, and tapped lands make it even slower. Also, Wave Goodbye has been going up in price a lot lately, so to replace that for a cheaper card it's a bit tough since it is mostly* a one-sided board wipe, but it could be switched out for some more targeted removal like the now-cheaper Pongify if you are okay with having one less board wipe. You could run something like a Chain Reaction or Blasphemous act, but it can be risky running those in an impulse-draw focused deck. If you impulse draw one of those at the wrong time, it's a wasted card. It's the same reason for only having three counterspells in the deck. One of those counterspells is mainly there as a tutor with transmute, and the other two can be cast without having an immediate target. In this type of deck you can really only run counterspells with \"choose one\" effects or counterspell effects on creatures, anything that lets you cast the spell without a target. There are some great big mana cost cards like that, but it's tough running a lot of high mana value spells in this deck because of the nature of impulse draws. That's why I included Stratus Dancer. It does cost 5 mana overall to counter something, but it can be cast face down for 3 mana on one turn and can counter a spell later or 2. It also has some slight synergy with this deck since it gets a +1/+1 counter when it is turned face up. It's also a harder counter to counter since it is an ability rather than a spell that does the countering. The counterspells exist to mainly act as protection since this deck dedicates almost all of its resources to the board. \n\nA recent addition to this deck is Possibility Storm. Despite it being an older card, I only just discovered it, probably because it is really annoying for most decks to play and play against. It is amazing in this deck though since it makes it so any card in your hand will trigger Paradox effects. It can be really annoying to play against since it affects everyone, so keep that in mind. It might be worth taking out of the deck or just not always including it depending on the pod. \n"}]}









































































