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Commander
Alistair, the Brigadier
Whenever you cast a historic spell, create a 1/1 white Soldier creature token. (Artifacts, legendaries, and Sagas are historic.)
Whenever Alistair attacks, you may pay . If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
Whenever Alistair attacks, you may pay . If you do, creatures you control get +X/+X until end of turn, where X is the number of historic permanents you control.
Legendary Creature - Human Soldier

Commander
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Creature
Astrid Peth
Whenever Astrid Peth enters or attacks, create a Food token.
Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Legendary Creature - Human

Auton Soldier
You may have this creature enter as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Soldier Alien

Clockwork Droid
You may exert this creature as it attacks. When you do, it can't be blocked this turn and you scry 1. (An exerted creature won't untap during your next untap step. To scry 1, look at the top card of your library. You may put that card on the bottom.)
Creature Artifact - Robot

Jamie McCrimmon
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.)
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.)
Legendary Creature - Human Warrior

Madame Vastra
Partner with Jenny Flint (When this creature enters, target player may put Jenny Flint into their hand from their library, then shuffle.)
Madame Vastra must be blocked if able.
Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token.
Madame Vastra must be blocked if able.
Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token.
Legendary Creature - Lizard Detective

Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Peri Brown
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 or one mana of that creature's color.)
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

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 ", Sacrifice this token: Draw a card.")
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 Detective

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

The Eighth Doctor
When The Eighth Doctor enters, 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."
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."
Legendary Creature - Doctor Time Lord

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.)
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.)
Legendary Creature - Doctor Time Lord

The Seventh Doctor
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 ", Sacrifice this token: Draw a card.")
Legendary Creature - Doctor Time Lord

The Sixth Doctor
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.)
Legendary Creature - Doctor Time Lord

Creature
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Draw
Draw
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Ramp
Ballad of the Black Flag
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Mill three cards. You may put a historic card from among them into your hand. (Artifacts, legendaries, and Sagas are historic.)
IV — Historic spells you cast this turn cost less to cast.
I, II, III — Mill three cards. You may put a historic card from among them into your hand. (Artifacts, legendaries, and Sagas are historic.)
IV — Historic spells you cast this turn cost less to cast.
Enchantment - Saga

Ramp
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Removal
Banish to Another Universe
Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment

Removal
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UNIT Weapons
Heroes' Podium
Each legendary creature you control gets +1/+1 for each other legendary creature you control.
, : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
, : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Artifact

Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

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 less to cast."
III — Create a token that's a copy of target creature, except it's a legendary Alien named Prisoner Zero.
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 less to cast."
III — Create a token that's a copy of target creature, except it's a legendary Alien named Prisoner Zero.
Enchantment - Saga

UNIT Weapons
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Maybeboard
An Unearthly Child
(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.
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.
Enchantment - Saga

Combat Research
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Enchantment - Aura

Duggan, Private Detective
Duggan's power and toughness are each equal to the number of cards in your hand.
Whenever Duggan enters or attacks, investigate.
The Most Important Punch in History — , : Duggan deals damage equal to twice its power to another target creature. Activate only once.
Whenever Duggan enters or attacks, investigate.
The Most Important Punch in History — , : Duggan deals damage equal to twice its power to another target creature. Activate only once.
Legendary Creature - Human Detective

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 token with ward 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.
I — Create a 1/1 white Human creature token with ward 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.
Enchantment - Saga

Gandalf the White
Flash
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may cast legendary spells and artifact spells as though they had flash.
If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Wizard Avatar

Martha Jones
Woman Who Walked the Earth — When Martha Jones enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Whenever you sacrifice a Clue, Martha Jones and up to one other target creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human Cleric

Sally Sparrow
You may cast creature spells as though they had flash.
Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever one or more other creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Legendary Creature - Human Detective

The Caves of Androzani
(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.
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.
Enchantment - Saga

The Curse of Fenric
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — 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.
II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
III — Target Mutant fights another target creature named Fenric.
I — 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.
II — Target nontoken creature becomes a 6/6 legendary Horror creature named Fenric and loses all abilities.
III — Target Mutant fights another target creature named Fenric.
Enchantment - Saga

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 token."
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.
I — Create a 1/1 white Human Noble creature token with vanishing 3 and "Prevent all damage that would be dealt to this token."
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.
Enchantment - Saga

The Night of the Doctor
(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.
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.
Enchantment - Saga

The Sea Devils
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
I, II — Create a 2/2 green Alien Salamander creature token with islandwalk. (It can't be blocked as long as defending player controls an Island.)
III — Until end of turn, whenever a Salamander deals combat damage to a player, it deals that much damage to target creature that player controls.
Enchantment - Saga

The War Games
(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. The tokens are goaded for as long as this Saga 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.
I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as this Saga 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.
Enchantment - Saga

Trial of a Time Lord
(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 this Saga leaves the battlefield.
IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with this Saga puts that card on the bottom of their library.
I, II, III — Exile target nontoken creature an opponent controls until this Saga leaves the battlefield.
IV — Starting with you, each player votes for innocent or guilty. If guilty gets more votes, the owner of each card exiled with this Saga puts that card on the bottom of their library.
Enchantment - Saga

Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle

Maybeboard
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Deck Info
Deck stats
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