Goonhammer Reviews The Doctor Who: Timey-Wimey Commander Deck

We continue our slight departure from usual, diving in to review ALL of the new cards from the fourth and final of the Dr. Who preconstructed Commander decks. 

The final deck centers on what is now probably the most famous era of Doctor Who and the seasons which will be most familiar to fans of the show’s revival: The Davies/Moffat years with Eccleston, Tenet, and Smith as the Doctors leading the show. This deck also introduces the Time Travel keyword (which adds or removes time counters from your permanents and suspended cards), and a deck built around Suspend. So for fans of Time Spiral and Jhoira, this is basically the Commander deck you’ve been waiting for the last 18 years or so.

Credit: Wizards of the Coast

Rose Tyler

TheChirurgeon: Billie Piper was a controversial pick for the Doctor’s first companion in the revival series, but ultimately fans came around and were happy to see her return in the Day of the Doctor. She was definitely a bit of a step up from past female companions in terms of agency, but not quite on the level of say, Martha Jones. This particular version of Rose is an interesting card; getting time counters on her without attacking is going to be near impossible, so you’ll want to have a way for her to not get murdered.

Marcy: This card would be so much better if you didn’t have to attack to get the trigger, and it has no other way to protect itself than to get bigger, meaning that if you have nothing suspended, you have a really lame 2/2.

BPhillipYork: It’s kind of strange to see Time counters showing up on an on the board permanent, but it’s a kind of neat mechanic to actually cause something as a result of suspend cards doing their thing, and this can surely turn Rose into quite a beater.

FromTheShire: Having to attack is certainly not an upside, but if this deck is running right you can be adding 3,4,5 power at a clip which mitigates starting as a 2/2 quite a bit.

 

Credit: Wizards of the Coast

The Tenth Doctor

TheChirurgeon: Seven mana is a big ask to get the triple Time Travel but taking three time counters off a suspend card will usually cause it to fire. It’s a fine fit for the Tenth Doctor, though neither effect feels particularly flavorful – they’re all time travelers, after all.

Marcy: Seven mana kills this card. The first ability is fine, I like the idea of giving stuff suspend, but also you don’t really get a choice, meaning you might suspend something you wanted to cast sooner, or that does nothing for you. Also, where do the rest of the cards go…? It doesn’t actually say “return to the bottom of your library,” so… are you just self-exiling…?

FromTheShire: You permanently exile any land cards you hit, yeah. Which, whatever, don’t care about that at all. 7 is a solid chunk but this is Commander, with mana rocks you’ll be paying for the ability a turn or two after he comes down, and when you do, oh baby. Time travel letting you manipulate the counters on EACH suspended card AND permanent with time counter means it can have a massive impact.

BPhillipYork: What seems kind of point blank obvious is to use this to suspend extra turn spells and just keep slamming them through, generating 7 colorless mana isn’t particularly difficult and you can keep exiling and casting these spells, there’s plenty of ways to turn this into a loop, like Mystic Sanctuary and Trade Routes.

 

Credit: Wizards of the Coast

Astrid Peth

Marcy: Hey, Food Token shenanigans! Food tokens are really strong in a lot of combos right now, and I actually like the explore trigger. Good in a Tokens Matter deck that relies on Food.

BPhillipYork: Any kind of trigger like this is potentially really strong, if you’re just sacrificing Clues or Food in the normal way it’s going to cost a lot of mana, but for example if you’re using Krak-Clan Ironworks….

 

Credit: Wizards of the Coast

Flesh Duplicate

BPhillipYork: Clone for 2 is bonkers. Just bonkers. Obvious target is Dockside Extortionist which has made the Phantasmal Image popular, there’s plenty of ways in blue to flicker or return this, and at the pace of strong Commander games vanishing 3 should be plenty to let you combo off or do your thing. Also it’s a Rebel, which is cool, lots of ways to fetch it, though previously most Rebels have been red or white.

Marcy: If you had some way to bounce this, perhaps, it seems pretty good. Sure, you can likely get some mileage out of something you copy, but either this dies immediately anyway, or just vanishes after 3 turns and then your opponent still has whatever powerful creature you copied, and you don’t, unless you copied your own thing.

 

Credit: Wizards of the Coast

Rory Williams

TheChirurgeon: The underappreciated lesser half of the Pond-Williams duo, Rory was at one point phased out of existence and then showed back up later as a Roman Centurion. Rory not having Suspend is a bit weird; it feels like this card should just have no mana cost and Suspend – UW instead.

Marcy: Making you cast this and then getting it put into exile for Suspend is kind of odd. I don’t really get what the wording here is supposed to do except make the card weird, but at least you get a token off it? There’s a really funny universe where your opponent lets you cast this and then counters it off suspend, so you wasted mana and got a single token off it.

BPhillipYork: It’s very flavorful, but kind of pointless.

 

Credit: Wizards of the Coast

Time Beetle

Marcy: Hey, look, it’s Skulk again! I do like that this card allows you to mess with time counters, manipulating when and where things might land if it can get through.

BPhillipYork: This is great utility creature for suspend decks. Just… great. Also a weird thing where you could pump up vanishing creatures to keep them in play.

FromTheShire: Evasive threat that lets you manipulate counters, 10/10 no notes.

 

Credit: Wizards of the Coast

Amy Pond

TheChirurgeon: It’s a nice touch to have Amy partner with her husband Rory, and they’ve done a good job keeping those pairings intact in these decks. Amy’s got a fun ability but she’s really here more as color fixing for the Eleventh Doctor.

Marcy: I do like the partner ability here since you get her, plus putting the card in your hand, and then also the mana-fixing of red mana to your identity (if you don’t have it already). I like this suspend counter ability more, as well.

BPhillipYork: So fun card, and I think it’s pretty neat (and also the first time?) that you have a creature partnering 2 different ways, and in addition it means if you run Amy as a companion to a Doctor you have something in the Command Zone that fetches a creature, which I also think is a first. On the other hand the thing it fetches is uh… whatever. But you can generate this color combo with the 8th, 11th, 5th, 2nd, and 7th Doctors.

 

Credit: Wizards of the Coast

Idris, Soul of the TARDIS

BPhillipYork: There are several really nasty or fun things you could use Idris to effectively flicker, like (nasty) Portal to Phyrexia or Angel of the Ruins or Canoptek Tomb Sentinel or anything with strong enters or leaves battlefield triggers, or hopefully both.

Marcy: Eh? I think the vanishing trigger is near in the sense that you get the thing back and she can still do whatever the thing did, but at 3 mana, it feels like there probably aren’t very many artifacts that this would be worth exiling early to get the +X/+X trigger off of? Maybe I’m just not seeing it.

 

Credit: Wizards of the Coast

Martha Jones

Marcy: I like the Clue interaction here to give her evasion, especially since there are a lot of decks where you can get Clues easily and play off of that. Flickering her will also give you more, and if she is the companion, you’ll at least get a token every time she is recast.

BPhillipYork: This is decent enough if you need a way to make something unblockable, but you run out after one Clue, so you need a source of Clues, and also mana to pay for the Clues, which starts to be a lot.

 

Credit: Wizards of the Coast

Sibylline Soothsayer

Marcy: This is kind of cool, and feels oddly better than the Doctor’s own ability that doesn’t have the rest of this rules text on it? 3 mana to suspend something random isn’t so bad, even though you still have no idea what exactly you get off it.

BPhillipYork: Solid suspend themed card, in theory you could build a deck of 2 CMC cost stuff then grab this and cast something fat through suspend then burn through it. Probably Omniscience or one of its analogs.

 

Credit: Wizards of the Coast

The Eleventh Doctor

TheChirurgeon: Matt Smith’s doctor gets you free spells, albeit suspended and has the important ability to make your smaller creatures unblockable – something several of the companions in this deck rely on. It’s a nice little combo though there are better commander options with more raw power.

Marcy: I like this a little bit better in the sense that you can get something suspended for free, although as a 3/2, you really are going to need that 2 mana to protect him in in an attack, and 2 toughness is SO easy to remove. Like, this commander dies to Cut Down. That sucks.

BPhillipYork: Usually what’s crazy about Suspend cards is you get to cast something big for not much mana but takes less time than 1 turn per CMV. This is kind of meh. Of course there’s a lot of ways to remove time counters, specifically in this deck, so that’s fine. You could use this to pump out things from exile to get other “from exile” or “not from your hand” triggers, but that seems like a lot of steps. Though making a Rube Goldberg suspend deck is very on point for Dr. Who.

 

Credit: Wizards of the Coast

The Ninth Doctor

TheChirurgeon: Eccleston’s Doctor redefined Doctor Who for the modern era with an edgier, more serious take on the Doctor with some deep repressed trauma left over from the Time War. Here he’s got a very solid ability – at the very least getting a second upkeep means a second round of time counter removal for suspended cards – but having to tap him first is going to be the trickier part.

Marcy: This feels like such a weird card unless you’re abusing the suspend triggers, but I think there are maybe a lot of other combos you can abuse with double upkeeps that would be really fun to watch occur.

BPhillipYork: Extra upkeeps can be pretty hilarious, there’s plenty of things that can get kind of nuts. The ability to have extra upkeeps is increasing, originally there was only Paradox Haze, but now this and other things that generate additional beginning phases. Anyway there’s definitely ways to loop this or just get extra upkeeps for whatever reason you want.

 

Credit: Wizards of the Coast

Adipose Offspring

Marcy: Since you are taking the CMV of a creature to cast this, and then also the creature’s toughness, I’m struggling to imagine what creature exactly you’d want to toss in the bin to get a bunch of 2/2s, unless you are using this in a deck like Jetmir or some other Token deck, but even then, I’m not sure.

BPhillipYork: Adipose means fat. 2/2s are not fat. Disappoint. Fun art though.

 

Credit: Wizards of the Coast

Donna Noble

TheChirurgeon: Donna’s a lot of fans’ favorite companion and I’ve never understood that. She’s fine, but Martha Jones was a stronger companion.

Marcy: This is a nice way to perhaps fog some damage from something, because perhaps you don’t want to block or damage Donna or the Soulbound, because to at least kill her you’ll need to deal 4 damage, which is a tall order to take as a rebound. Could be really scary if bound to something bigger and scarier, too.

BPhillipYork: This is super duper dangerous. There are definitely ways to turn this into an infinite damage reflection, or just link it with fun things like Brash Taunter.

FromTheShire: Hilarious new piece for Boros Reckoner + Blasphemous Act decks, handing the ability out to an additional creature.

 

Credit: Wizards of the Coast

Jenny, Generated Anomoly

Marcy: Double Strike Explore feels like a perfect fit for an aggro deck, and there’s a way to consider this in a Bogles style deck of enchantments, evasion and protection to build some huge, annoying creature that helps you find the answers you need.

BPhillipYork: Well this will ramp up fairly quickly into something dangerous, which is sort of what you want. Boros is pretty good at slamming through extra combats, and this would help filter through your deck to keep getting extra combat cards.

 

Credit: Wizards of the Coast

Kate Stewart

Marcy: What is with the 8 mana. This card would be cool except for that. Imagine spending 8 mana and getting like, +1/+1.

FromTheShire: I mean if you only have one time counter there’s nothing obligating you to activate her. I think this is a solid way to go wide in this deck which has utility of its own, and then sometimes you’ll be able to pull off the Overrun effect to close out a game which is perfectly fine.

BPhillipYork: So this is uh, a thing. You could definitely build around this with various vanishing creatures but there just don’t seem to be enough of them to be really worthwhile, and suspended cards are owned, not controlled, so there’s no generating Soldiers that way. There’s only 23 cards with vanishing, but there are quite a few creatures spread throughout the Dr. Who decks that generate time counters.

 

Credit: Wizards of the Coast

Sally Sparrow

Marcy: I love cards that give other cards Flash. Unfortunately, she’s a little squishy, but if she can survive, it might be a good deterrent to running into something annoying getting flashed in on your end step or during your attack.

FromTheShire: Really powerful, handing out flash is excellent even if it’s limited, and in the Ephara, God of the Polis style decks with a million flicker effects you can be investigating on literally every turn. Excellent.

BPhillipYork: Generating Clues from creatures leaving is decent enough, obviously the once per turn limiter means you can’t go infinite off this but if you have a game plan that involves lots of creatures dying, possibly Esper or something like that this could be a way to generate serial artifacts.

 

Credit: Wizards of the Coast

The Face of Boe

TheChirurgeon: This ability rips. So many suspend spells are based on having cheaper costs for their effects thanks to having to wait for them to drop into play. Restore Balance for W and Ancestral Visions for 0 immediately come to mind but Ecstatic Beauty, Curse of the Cabal, Lotus Bloom, and several others are in the mix here as well.

Marcy: It’s the card! The card people are going crazy for! This card rules. I mean all you need to know is this card lets you play literally every broken Suspend card for free to know why this card rules.

BPhillipYork: This card is way overhyped. It’s decent enough but there aren’t enough cards with suspend that are just crazy broken, like, yes, it lets you cast Ancestral Recall effectively. So what? 4 cost commander wait a turn then draw 3? I mean it’s good but. He is a solid include for a deck that is using a lot of suspend cards for some reason.

 

Credit: Wizards of the Coast

The War Doctor

TheChirurgeon: John Hurt’s Doctor was primarily the answer to “what was the guy doing during the Time War that was so bad” but we never really get to see much of that outside of the Tardis destroying a few Daleks which, honestly who cares. There are enough effects to make this Doctor pretty beefy pretty quick and his ability to bypass defenders is pretty interesting.

Marcy: This is a better card that uses Time Counters on it in a way that’s really interesting and frankly can make him pretty scary if you let him get going. Since it just has to attack, it also means it can possibly remove blockers or other threats just by turning sideways.

BPhillipYork: This is potentially really dangerous, Boros extra combats from exile is very doable, cards like Out of Time and other things like that can make this guy bonkers really fast. Really nice control card, and just benefits from things like casting Swords to Plowshares which is a generically good card anyway.

 

Credit: Wizards of the Coast

Wilfred Mott

Marcy: I mean frankly this is a pretty good way to filter through your deck, and the longer he stays on the field, the better he gets, considering Commander decks have 100 cards in them, some filtering is welcome.

TheChirurgeon: This is as good as white card draw is going to get and it’s pretty solid.

BPhillipYork: It’s fine for pseudo draw or good if you have a way to tutor to top or manipulate the top really well.

 

Credit: Wizards of the Coast

Atraxi Warden

Marcy: Suspend 5 feels like such a high amount of time for conditional removal. Sure, you can move counters around with this deck, but I almost feel like you’re just hoping to get a 6/6 on the horizon than the removal effect.

TheChirurgeon: The conditional part isn’t great but you can also blink the crap out of this for more ETB effects, which is how I suspect you’ll want to use this rather than hoping that you can snag something 3-4 turns in advance.

BPhillipYork: I really like the looming threat that this represents. Like, yes, suspend 5 whatever, but if you just start flicking this thing in like a Brago, King Eternal deck or something like that, it’s just nasty.

 

Credit: Wizards of the Coast

Dinosaurs on a Spaceship

Marcy: I mean, if this had green it would be one of the best Dinosaur commanders in the game, and it might actually just be a really good one anyway? A bit expensive, sure, but with good reason.

TheChirurgeon: It’s a solid Dinosaur lord but it’s not Legendary and that’s kind of a bummer. Still you definitely want this in your Dinosaurs deck, which I’m told is a real thing people do.

BPhillipYork: Dinosaurs but also generating more Dinosaurs is just fun. Also it’s kind of a Dinosaur lord, which is nice, and largely unheard of.

 

Credit: Wizards of the Coast

Judoon Enforcers

Marcy: This feels like the type of looming suspend threat that at least makes some sort of sense, because it locks the game down so hard if it hits the field, and there aren’t a lot of cards other than straight up removal that easily gets rid of an 8/8 with 7 CMC.

BPhillipYork: For 7 mana it’s just not really worth it, sure you could suspend it and that’s fine but what 6 turns from now I’m gonna get an 8/8? Ooooh.

FromTheShire: You’re never paying the 7 though, you’re suspending it and then manipulating the counters down. Once it hits it’s a really beefy trampler that also does a lot to protect you, very solid.

 

Credit: Wizards of the Coast

Star Whale

FromTheShire: I almost don’t care about the ward, a flying vigilance 8/8 is serious beats even in Commander and makes you really tough to attack in to. Not that I’m unhappy about having the ward though.

Marcy: This is kind of okay? I like the idea of group ward but I’m not sure I’m that impressed by it.

BPhillipYork: Another big fatty suspender is like, whatever but ward 2 on all creatures is pretty neat (except this big huge whale).

 

Credit: Wizards of the Coast

Everybody Lives!

Marcy: Oh god this card is so gross. I love it. It would mess with so many combo decks and other things that abuse Magic, and if it doesn’t get countered, there are probably a lot of ways this wins you the game off of stopping someone else from winning it.

TheChirurgeon: This is amazing, if only for that dreadful moment where someone goes off and you completely fuck them over with it and turn all their dreams to ash in their mouth. Ironic for a card meant to capture one of the show’s most optimistic, saccharine moments.

BPhillipYork: Amazing cockblock card. Just amazing. Also potentially you could use this to set up a win with something like Angels Grace / Ad Nauseum then win during your cleanup step or else.

FromTheShire: Outstanding, and also cheap enough to be fetched with Sunforger and make games against Feather, the Redeemed even more aggravating and unwinnable.

 

Credit: Wizards of the Coast

Run for Your Life

TheChirurgeon: This is a really cool concept and I wish they’d do more with it. Hasteborne evasion is a really neat idea and a cool way to make Haste relevant after a creature has been in play for a turn. The Escape clause is also a clever thematic/mechanic link.

Marcy: 2 mana evasive haste that you can escape later is really solid, and a lot of creatures in this deck alone want to get in without being blocked.

BPhillipYork: Can’t be blocked except by creatures with haste is kind of a weird evasion, though Gingerbrute proved it’s a solid ability. Pumping out your commander and hitting right away with it is potentially quite strong, and this could be a setup piece to win via combats as soon as something enters, like Najeela, the Blade-Blossom who sometimes can’t win the game because she’s not actually all that big, but this could render her unblockable.

 

Credit: Wizards of the Coast

Wibbly-wobbly, Timey-wimey

Marcy: I guess you’re playing this to try and remove time counters, but otherwise, this card sucks.

TheChirurgeon: A Time Travel cantrip isn’t a bad idea per se, but it’s more a card for regular constructed formats where you’re using it for thinning. In Commander it doesn’t make a lot of sense outside of being a Storm enabler, but you can do better and this deck doesn’t have enough Storm for it to matter.

BPhillipYork: Well solid for decks that care a lot of about suspend.

 

Credit: Wizards of the Coast

Ecstatic Beauty

TheChirurgeon: This seems like really solid red card draw, especially given it automatically suspends the spells with suspend.

Marcy: The auto suspend is good, because otherwise this card can be kind of odd. It isn’t exactly better than other ‘exile cards’ in red, because it also means you have to play them by the end of the same turn. If you play it off Suspend for 1 mana, that’s probably a lot easier.

BPhillipYork: Pretty solid all around card, with a flexible suspend option. Sometimes you want to be playing from exile.

 

Credit: Wizards of the Coast

The Wedding of River Song

Marcy: Giving your opponent a free spell is probably not a great idea in most cases, unless you’re just banking on them not having something game ending in their hand.

BPhillipYork: Weird card. Wait one of the companions married one of the Doctors? Okay, uh, yeah this is okay if you are staxxing out your opponents from weird casting or else just relying on your suspend cards being way more useful.

 

Credit: Wizards of the Coast

All of History, All at Once

Marcy: In THEORY, there is a really funny suspend spell win that comes from this, but frankly, I can’t exactly figure out what it would be, because most Storm spells don’t have suspend, or care about it.

TheChirurgeon: It’s a fun idea thematically but yeah, this is a card that seems like it should be powerful at first glance but then you realize there isn’t actually that much you can do with it, especially because it depends on having a lot of suspended cards ready to pop.

BPhillipYork: Yeah cool storm. Great. Well that never causes problems. So here’s one thing about suspend cards – they are cast for free from exile when they run out of time counters. So this is potentially super duper dangerous for generating a ludicrous storm count. To be fair if you set up that many pieces you do sort of deserve to win the game.

 

Credit: Wizards of the Coast

Nanogene Conversion

TheChirurgeon: I suppose this is one way you could use Rose Tyler, by having a bunch of creatures with vanishing or time counters suddenly become copies of her and gaining a bunch of buffs. But that seems like a lot of work when you could copy better creatures.

Marcy: Honestly if they were legendary it would be a funnier mass removal spell, but otherwise the fact that it affects ALL creatures–including yours–is maybe… weird?

BPhillipYork: So there are tons of busted things you could do with this. It’s kind of funny. If you’re slotting this in it’s probably to copy your commander a bunch of times. Off the top of my head some commanders you don’t want to see copied a bunch of times – Nekusar, the Mindrazer, Neheb the Eternal, Prosper, Tome-Bound, anything with crazy triggers has the potential to become game ending.

 

Credit: Wizards of the Coast

Coward // Killer

TheChirurgeon: I am here for anything that combos with Boldwyr Intimidator.

Marcy: Been a while since we’ve seen these type of split cards! I always quite liked them, and Killer seems like great Weenie Token removal.

BPhillipYork: This is a weird split card, the deal 3 damage, typal, is pretty hot for Commander since typal decks are becoming so common.

 

Credit: Wizards of the Coast

Gallifrey Falls // No More

TheChirurgeon: This is a cool potential boardwipe, though only doing 4 damage to the board for 6RRW is pretty lame. Fun moment from the 50th anniversary special, though.

Marcy: The Fuse part is a little less good, but I do like both sides of this card for the fact you can either wipe the board in most cases or protect your board from a wipe instead.

BPhillipYork: Well this is a decent Boros board clear with the potential to be asymmetric, of course you need NINE mana and you still don’t win the game but you’ll be the only one with creatures unless your opponents creatures are tough. Okay this is not great. The No-More solo is a decent low cost protection from board wipes though.

 

Credit: Wizards of the Coast

Everything Comes to Dust

Marcy: Holy hell this is good mass removal in white. This is Farewell on steroids, except it misses graveyards.

BPhillipYork: Well this is a a potentially really dangerous board clear, potentially not clearing quite everything but if you get of all artifacts, and all enchantments, and run some kind of typal deck this is really nasty.

 

Credit: Wizards of the Coast

Psychic Paper

Loxi: This is funny but the real move is sharpie-ing text onto that space on the card. Now that, my friends, is a psychological victory.

Marcy: I feel like there is some sort of specific combo or strategy for this card, but right now I can’t particularly figure out what it might be.

BPhillipYork: This is really solid piece of equipment. Like, just really good for something you want to protect and connect with, the ability to turn a creature into a different type of creature, just all around utility but also a lot of potential for craziness.

 

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TARDIS

TheChirurgeon: This is a really solid vehicle and I appreciate that it flies, though the deck has more than enough ways to make it unblockable if you need it to get through. The ability to planeswalk is a very fun touch and I’m here for more cards that interact with Planechase.

FromTheShire: This is actually quite powerful, it’s flying so you can repeatedly get through, it can be tutored for and recurred by The First Doctor, cascade lets you cheat mana costs which is excellent, AND you can choose to planeswalk if you’re on a plane that is bad for your game plan.

Loxi: This is a neat way to actually enable the set mechanic, and you can play it across any of the new Doctors. It’s nothing crazy, but it isn’t meant to be. I dig it.

BPhillipYork: Cascade is fine, planeswalk is whatever, great if you are playing uh, planes.

Marcy: All I really know about Dr. Who is that TARDIS is like a big deal and this card feels kind of underwhelming except that you get a cool flying phonebooth that then gives you cascade? If you’re doing Planeswalking, even better, but otherwise it’s kind of okay.

 

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The Moment

Marcy: A themed Sylex, which comes with a little bit of protection, but it feels like you are unlikely to use the protection ability unless it’s the turn before, and you are likely only getting to protect one thing.

BPhillipYork: So another “or less” board clear is quite nice, this one will take a while to tick up though but there’s a ton of solid ways to do this and it’s a really powerful reset if you built around it.

 

Credit: Wizards of the Coast

Rotating Fireplace

Marcy: Ok, Time Travel on a stick is something this deck needs, so I like that. I don’t really know if it does much else, but at least you get a mana rock that can also size itself up, or get sized up, by others.

BPhillipYork: So an upticking mana rock for 3 is decent, proliferate or suspend decks can use this really well.

 

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Sonic Screwdriver

Marcy: Pretty solid mana rock. I like the options that it gives you, and that it helps to stay relevant as you likely end up without requiring it to fix your mana early on and instead says relevant with lots of options to select.

Loxi: I really like this one, it’s one of the better 3-drop rocks we’ve gotten in a while. All of the effects are ones that can do some surprisingly heavy listing, and at the worst it’s still ramp.

BPhillipYork: This is decently utilitarian, 3 mana for a mana rock is close enough to good that with the other abilities it potentially includes.

FromTheShire: 3 drop rocks are continuing to be phased out, with the exception of ones that give a useful effect, and boy does this card offer a bunch of them. Untapping artifacts can lead to game ending shenanigans, the scry isn’t bad if you have extra mana floating around at end of turn, and being able to make someone’s big deadly threat able to get through unblocked can take people out. Totally worth the 1 extra mana.

 

Credit: Wizards of the Coast

The Pandorica

Marcy: Not bad. 2 mana to come in and then 2 to activate, you can use this to save something of your own, get rid of something you don’t like your opponent having, except… you can only use it as a sorcery, which blows.

BPhillipYork: This is kind of a dick move card, you can just phase out a commander, which of course is going to force them to blow up The Pandorica, the sorcery speed makes it kind of meh, but just prisoning a commander is pretty nasty.

 

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RMS Titanic

Marcy: This is the funniest vehicle of all time.

BPhillipYork: Well that’s potentially a lot of treasure, which is fun. Really really want to see this in a Captain Rex Nebula deck. Because he’s Zapp Brannigan.

 

Credit: Wizards of the Coast

Regenerations Restored

TheChirurgeon: Time Lords are only supposed to get 12 regenerations and one of the big reveals in the 50th anniversary special was that the Doctor had used one of his becoming John Hurt, meaning Matt Smith was actually the final incarnation of the Doctor. At least, until the rest of the Time Lords stepped in and helped him out by giving him another dozen or so regenerations. This is a cool way to represent the effect and there’s enough counter manipulation in this deck to fire this off early.

Marcy: If you can manipulate the tokens, it’s worth it. Otherwise, there’s likely no way you’re getting 12 turns to get an extra one without getting blasted off the board.

BPhillipYork: Well very solid like for Timey-Wimey decks and other time travel decks. Extra turns are nice, there are some nice ways to copy this as well.

 

Credit: Wizards of the Coast

Four Knocks

FromTheShire: Not bad, at least in this deck where you can keep adding vanishing counters and make it basically format staple Phyrexian Arena without the life loss.

Marcy: I think I know enough about Dr. Who to know this is an emotional scene in which I believe this Doctor dies, so I get that, but as a card, I don’t really think this card is… good.

BPhillipYork: This is okay, but there are really better ways to draw unless you really want time counters or something.

 

Credit: Wizards of the Coast

The Girl in the Fireplace

Marcy: HORSEMANSHIP IS BACK ON THE MENU BOYS. Kind of whatever though.

BPhillipYork: Well… it’s, what. In theory you really want chapters II and III to trigger on the same turn, if you can pull that off then you can play a bunch of suspended cards I guess so.

 

Credit: Wizards of the Coast

Crack in Time

Marcy: Temporary removal, unless you get the chance to make it stick around. I don’t really like it either, because that’s conditional temporary removal.

BPhillipYork: Exiling a creature each turn is pretty nasty, and with the time travel and other add counter ability like proliferate.

 

Credit: Wizards of the Coast

The Eleventh Hour

Marcy: I do like this card for the token it creates, but this card is really expensive, and most of the Doctors really aren’t.

BPhillipYork: I guess if you’re doing some kind of win via that Gallifrey card it’s fine for grabbing Doctors.

 

Credit: Wizards of the Coast

The Day of the Doctor

TheChirurgeon: The 50th anniversary special saw Tenet and Smith team up with John Hurt’s War Doctor to reverse the terrible fate of Gallifrey from the time war by trapping the planet in a pocket dimension (with help from all 13 Doctors up to that point). But principally the special centers on those three doctors, hence the IV effect on this Saga.

Marcy: I love cards that allow you to take yourself out of the game. Kind of nice deck filtering for Legendaries, but I don’t know if the 13 damage is worth it.

BPhillipYork: Well this is potentially a way to tutor for specific cards that are legendary by not including any other legendaries in your deck. Or you can do some flavor fun with it.

 

Credit: Wizards of the Coast

The Parting of the Ways

Marcy: 6 mana to get some suspend triggers isn’t bad if you hit, and then you get to kind of to manipulate it with Time Travel, but otherwise I don’t like this. Part 3 if this card is pretty useless except situationally.

BPhillipYork: So this is potentially pretty nasty, if you can control your top of your library in useful ways or just run lots of suspend cards anyway, the double time travel is quite useful, and the chapter III is a decent control effect.

 

Credit: Wizards of the Coast

Amy’s Home

TheChirurgeon: We get to kick things off with our first Suspend plane. This is a bonkers good card for this deck specifically, since suspending stuff and then cheating it out fast is a solid effect and presumably an asymmetrical one for you.

 

Credit: Wizards of the Coast

Bad Wolf Bay

TheChirurgeon: Getting a free blink per turn can do all kinds of fun things, and stranding them when Chaos ensues can make this a fun removal trick if you’ve got the mana to push for it.

 

Credit: Wizards of the Coast

Human-Time Lord Meta-Crisis

TheChirurgeon: A fun way to create a new hybrid creature, but otherwise unremarkable.

 

Credit: Wizards of the Coast

Lake Silencio

TheChirurgeon: This one’s very spicy, in part because it makes everything uncounterable. A very nasty plane that is going to create a lot of game-ending situations, though it does mean that no one can respond to anything, which makes planning around it harder. Also note that the effect only applies to spells, and not effects.

 

Credit: Wizards of the Coast

New New York

TheChirurgeon: The city so nice they named it thrice. I like how this reflects the massive amount of flying garbage we saw in that episode. The effect is a little bonkers otherwise, though.

 

Credit: Wizards of the Coast

Ood Sphere

TheChirurgeon: This one is great for go-wide decks and bound to cause some nasty stuff accelerate out early.

 

Credit: Wizards of the Coast

Pompeii

TheChirurgeon: This is a fun boardwipe effect waiting to happen, though the fact you can walk away before it erupts is kind of criminal.

 

Credit: Wizards of the Coast

Prime Minister’s Cabinet Room

TheChirurgeon: A fun nod to the number of shapeshifters who worked in the British government during Davies’ run and the time the Master turned everyone into a copy of himself.

 

Credit: Wizards of the Coast

The Lux Foundation Library

TheChirurgeon: The library makes its appearance and has a nice nod to the old Library of Leng. Good effect to have.

 

Credit: Wizards of the Coast

Two Streams Facility

TheChirurgeon: Fine ability. The ability to choose means more players can pick something that works for them, and makes it less likely someone will planeswalk away. Extra lands are the far more useful pick.

That wraps up our look at the fourth and final preconstructed deck. Join us next time as we return to regular content! In the meantime, if you have any questions or feedback, drop us a note in the comments below or email us at contact@goonhammer.com.