Every Card Revealed – MTG

Image

Name

Description

The Tenth Doctor

The Tenth Doctor

Three generic, one blue, one red legendary creature – Time Lord Doctor – 3/5 – Mythic Rare


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 — Seven generic: Time travel three times. Activate only as a sorcery.

Rose Tyler

Rose Tyler

One generic, one white legendary creature – Human – 2/2 – Rare


Rose Tyler gets +1/+1 for each time counter on it.


Bad Wolf — Whenever Rose Tyler attacks, put a time counter on it for each suspended card you own and each other permanent you control with a time counter on it.


Doctor’s companion

Adipose Offspring

Adipose Offspring

Three generic, one white creature – Alien – 2/2 – Rare


Emerge: five generic, one white (You may cast this spell by sacrifice a creature and paying the emerge cost reduced by that creature’s mana value.)


When Adipose Offspring enters the battlefield, create a 2/2 white Alien creature token. If Adipose Offspring’s emerge cost was paid, instead create X of those tokens, where X is the sacrificed creature’s toughness.

Astrid Peth

Astrid Peth

One generic, one white legendary creature – Human – 2/2 – Rare


Whenever Astrid Peth enters the battlefield 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.)

Atraxi Warden

Atraxi Warden

Four generic, two white creature – Alien Eye – Uncommon


Flying


When Atraxi Warden enters the battlefield, exile up to one target tapped creature.


Suspend 5 – one generic, one white (Rather than cast this card from your hand, you may pay one generic and one white and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)

Crack in Time

Crack in Time

Three generic, one white enchantment – Rare


Vanishing 3 (This enchantment enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)


When Crack in Time enters the battlefield and at the beginning of your precombat main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.

Everybody Lives!

Everybody Lives!

One generic, one white instant – Rare


All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can’t lose life this turn and players can’t lose the game or win the game this turn.

Everthing Comes to Dust-1

Everything Comes to Dust

Seven generic, three white sorcery – Rare


Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for one generic or one mana of that creature’s color.)


Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.

Farewell

Farewell

Four generic, two white sorcery – Rare


Choose one or more —

  • Exile all artifacts.
  • Exile all creatures.
  • Exile all enchantments.
  • Exile all graveyards.
Four Knocks

Four Knocks

Two generic, one white enchantment – Rare


Vanishing 4 (This enchantment enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)


At the beginning of your precombat main phase, draw a card.

Grasp of Fate

Grasp of Fate

One generic, two white enchantment – Rare


When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield. (Those permanents return under their owners’ control.)

Out of Time

Out of Time

One generic, two white enchantment – Rare


When Out of Time enters the battlefield, untap all creature, then those creatures phase out until Out of Time leaves the battlefield. Put a time counter on Out of Time for each creature that phased out this way.


Vanishing.

The Girl In The Fireplace

The Girl In The Fireplace

Two generic, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. Create a 1/1 white Human Noble creature token with vanishing 3 and “Prevent all damage that would be dealt to this creature.”
  2. Create a 2/2 white Horse creature token with “Doctors you control have horsemanship.” (They can’t be blocked except by creatures with horsemanship.)
  3. Whenever a creature you control deals combat damage to a player this turn, time travel.
The Pandorica

The Pandorica

Two generic, one white mana legendary artifact – Rare


You may choose not to untap The Pandorica during your untap step.


One generic, one white mana, Tap: Untap another target nonland permanent, then it phases out. It can’t phase in for as long as The Pandorica remains tapped. When The Pandorica becomes untapped or leaves the battlefield that permanent phases in. Activate only as a sorcery.

The Wedding of River Song

The Wedding of River Song

Two generic, one white mana sorcery – Rare


Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don’t have suspend gain suspend.


Time travel. (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.)

Wilfred Mott

Wilfred Mott

Three generic, one white legendary creature – Human Soldier – Rare


Look to the Stars — At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

All of History, All at Once

All of History, All at Once

Two generic, two blue mana sorcery – Rare


Time travel. (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.)


Storm (When you cast this spell, copy it for each spell cast before it this turn.)

As Foretold

As Foretold

Two generic, one blue mana enchantment – Rare


At the beginning of your upkeep, put a time counter on As Foretold.


Once each turn, you may pay 0 generic mana rather than pay the mana cost for a spell you cast with mana value X or less, where X is the number of time counters on As Foretold.

Clockspinning

Clockspinning

One blue instant – Common


Buyback three generic (You may pay an additional three generic as you cast this spell. If you do, put this card into your hand as it resolves.)


Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.

Flesh Duplicate

Flesh Duplicate

Two blue creature – Shapeshifter Rebel – 0/0 – Rare


You may have Flesh Duplicate enter the battlefield as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn’t have vanishing. (A permanent with vanishing 3 enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Inspiring Refrain

Inspiring Refrain

Four generic, two blue sorcery – Rare


Draw two cards. Exile Inspiring Refrains with three time counters on it.


Suspend 3 – Two generic, one blue.

Martha Jones

Martha Jones

Two generic, one blue legendary creature – Human Cleric – 3/2 – Rare


Woman Who Walked the Earth — When Martha Jones enters the battlefield, investigate. (Create a Clue token. It’s an artifact with “2, Sacrifice this artifact: 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.)

Nanogene Conversion

Nanogene Conversion

Three generic, one blue mana sorcery – Rare


Choose target creature you control. Each other creature becomes a copy of that creature until end of turn, except it isn’t legendary.

Star Whale

Star Whale

Six generic, two blue mana creature – Alien Whale – 8/8 – Uncommon


Flying, vigilance


Other creatures you control have ward two generic mana.


Suspend 6 – One generic, one blue mana (Rather than cast this card from your hand, you may pay one generic, one blue mana and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)

The Eleventh Hour

The Eleventh Hour

Three generic, one blue enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
  2. Create a food token and a 1/1 white Human creature token with “Doctor spells you cast cost one generic less to cast.”
  3. Create a token that’s a copy of target creature, except it’s a legendary Alien named Prisoner Zero.
Time Beetle

Time Beetle

One generic, one blue mana creature – Alien Insect – 1/1 – Uncommon


Skulk (This creature can’t be blocked by creatures with greater power.)


Parallel Universe – Whenever Time Beetle deals combat damage to a player, time travel. (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.)

Wibbly-wobbly, Timey-wimey

Wibbly-wobbly, Timey-wimey

One generic, one blue sorcery – Common


Time travel. (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.)


Draw a card.

Amy Pond

Amy Pond

Two generic, one red legendary creature – Human – 2/2 – Rare


Partner with Rory Williams (When this creature enters the battlefield, target player may put Rory into their hand from the library, then shuffle.)


Whenever Amy Pond deals combat damagr to a player, choose a suspended card you own and remove that many time counters from it.


Doctor’s companion (You can have two commanders if the other is the Doctor.)

Coward//Killer

Coward//Killer

Coward


One generic, one red mana sorcery – Rare


Target creature can’t block this turn and becomes a Coward in addition to its other types until end of turn.


Time travel.


Killer


Two generic, two red mana sorcery – Rare


Killer deals 3 damage to target creature and each other creature that shares a creature type with it.

Donna Noble

Donna Noble

Three generic, one red legendary creature – Human – 2/4 – Rare


Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)


Whenever Donna or a creature it’s paired with is dealt damage, Donna deals that much damage to target opponent.


Doctor’s companion (You can have two commanders if the other is the Doctor.)

Ecstatic Beauty

Ecstatic Beauty

Two generic, one red mana sorcery – Rare


Exile the top three cards of your library. You may play those cards until end of turn. Put four time counters on each of those cards that has suspend.


Suspend 4 – One red mana

RMS Titanic

RMS Titanic

Three generic, one red legendary artifact – Vehicle – 7/1 – Rare


Flying, trample


When RMS Titanic deals combat damage to a player, sacrifice it and create that many Treasure tokens.


Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

Sibylline Soothsayer

Sibylline Soothsayer

Two generic, one red mana creature – Human Warlock – 3/2 – Uncommon


Temporal Foresight – When Sibylline Soothsayer enters the battlefield, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or greater. Exile that card with three time counters on it. If it doesn’t have suspend, it gains suspend. Put the rest of the revealed cards on the bottom of your library in a random order.

The Parting of the Ways

The Parting of the Ways

Four generic, two red enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

  1. Exile the top five cards of your library. For each nonland card exiled this way, put a number of time counters on that card equal to its mana value. If it doesn’t have suspend, it gains suspend.
  2. Time travel, then time travel.
  3. For each opponent, destroy up to one target artifact that player controls.
Regenerations Restored

Regenerations Restored

One white, one blue mana enchantment – Rare


Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)


Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.

Fractured Identity

Fractured Identity

Three generic, one white, one blue sorcery – Rare


Exile target nonland permanent. Each player other than its controller creates a token that’s a copy of it.

Rory Williams

Rory Williams

One white, one blue legendary creature – Human Soldier – 3/3 – Rare


Partner with Amy Pod


First Strike, Lifelink


The Last Centurion – When you cast this spell from anywhere other than exile, exile it with three time counter on it. It gains suspend. Then investigate.

Sally Sparrow

Sally Sparrow

Two generic, one white, one blue legendary creature – Human Detective – 2/3 – Rare


You may cast creature spells as those they had flash.


Whenever one or more creatures you control leave the battlefield, investigate. This ability triggers only once each turn. (Create a Clue token. It’s an artifact with “Two generic, Sacrifice this artifact: Draw a card.”)

The Eleventh Doctor

The Eleventh Doctor

One generic, one white, one blue legendary creature – Time Lord Doctor – 3/2 – Rare


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.


Two generic: Target creature with power 3 or less can’t be blocked this turn.

Idris, Soul of the TARDIS

Idris, Soul of the TARDIS

One generic, one blue, one red mana legendary creature – Human Incarnation – 3/3 – Rare


Vanishing 3


Imprint – When Idris, Soul of the TARDIS enters the battlefield, exile another artifact you control until Idris leaves the battlefield.


Idris has all activated and triggered abilities of the exiled card and gets +X/+X, where X is the exiled card’s mana value.

The Ninth Doctor

The Ninth Doctor

One generic, one blue, one red legendary creature – Time Lord Doctor – 2/4 – Rare


Haste


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

Dinosaurs on a Spaceship

Dinosaurs on a Spaceship

Four generic, one red, one white creature – Dinosaur – 7/7 – Rare


Vigilance, trample


Other DInosaurs you control get +1/+1 and have vigilance and trample.


Suspend 4 — Three generic, one red, one white.


Whenever a time counter is removed from Dinosaurs on a Spaceship while it’s exiled, create a 2/2 red and white Dinosaur creature token with flying and haste.

Gallifrey Falls No More

Gallifrey Falls//No More

Gallifrey Falls


Four generic, two red instant – Rare


Gallifrey Falls deals 4 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.

No More


Two generic, one white instant – Rare


Any number of target creatures you control phase out.

Fuse (You may cast one or both halves of this card from your hand.)

Jenny, Generated Anomaly

Jenny, Generated Anomaly

Two generic, one red, one white legendary creature – Time Lord Soldier – 2/3 – Rare


Double strike


Whenever Jenny deals combat damage to a player, it 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.)

Judoon Enforcer

Judoon Enforcers

Five generic, one red, one white creature – Alien Rhino Soldier – 8/8 – Uncommon


Trample


No more than one creature can attack you each combat.


Suspend 6 – One generic, one red, one white.

The Day of the Doctor

The Day Of The Doctor

Three generic, one red, one white enchantment – Saga – Rare


(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)


I, II, III: Exile cards from 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.

The Face of Boe

The Face of Boe

One generic, one blue, one red, one white legendary creature – Alien Advisor – 0/4 – Rare


Tap: You may cast a spell with suspend from your hand. If you do, pay its suspend cost rather than its mana cost. Activate only as a sorcery.

Kate Stewart

Kate Stewart

One generic, one blue, one red, one white legendary creature – Human Scientist – 3/3 – Rare


Whenever you put one or more time counters on a permanent you control, create a 1/1 white Soldier creature token.


Whenever Kate Stewart attacks, you may pay eight generic. If you do, attacking creatures get +X/+X until end of turn, where X is the number of time counters among permanents you control.

The War Doctor

The War Doctor

Two generic, one red, one white legendary creature – Time Lord Doctor – 3/5 – Rare


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.

Lightning Greaves

Lightning Greaves

Two generic artifact – Equipment – Uncommon


Equipped creature has haste and shroud. (It can’t be the target of spells or abilities.)


Equip zero mana

Mind Stone

Mind Stone

Two generic artifact – Uncommon


Tap: Add one colorless.


One generic, Tap, Sacrifice Mind Stone: Draw a card.

Psychic Paper

Psychic Paper

Two generic artifact – Equipment – Uncommon


As Psychic Paper becomes attached to a creature, choose a creature card name and a creature type.


Equipped creature has ward: one generic, it can’t be blocked, and its name and creature type are the last chosen name and creature type.

Rotating Fireplace

Rotating Fireplace

Three generic mana artifact – Rare


Rotating Fireplace enters the battlefield tapped with a time counter on it.


Tap: Add an amount of colorless mana equal to the number of time counters on Rotating Fireplace.


Four generic mana, Tap: Time travel. 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.)

Talisman of Conviction

Talisman of Conviction

Two generic artifact – Uncommon


Tap: Add one generic.


Tap: Add one red or one white. Talisman of Conviction deals one damage to you.

Talisman of Creativity

Talisman of Creativity

Two generic artifact – Uncommon


Tap: Add one generic.


Tap: Add one blue or one red. Talisman of Creativity deals one damage to you.

The Moment

The Moment

Two generic legendary artifact – Rare


At the beginning of your upkeep, put a time counter on The Moment.


Two generic, Tap: Untap target creature you control. It phases out until The Moment leaves the battlefield.


Three generic, Tap: Destroy each nonland permanent with mana value less than or equal to the number of time counters on The Moment. Then sacrifice The Moment. Activate only as a sorcery.

Thought Vessel

Thought Vessel

Two generic artifact – Uncommon


You have no maximum hand size.


Tap: Add one generic.

Sol Ring

Sol Ring

One generic artifact – Uncommon


Tap: Add two colorless.

Sonic Scredriver Timey Wimey-2

Sonic Screwdriver

Three generic artifact – Uncommon


Tap: Add one mana of any color.


One generic, tap: Untap another target artifact.


Two generic, tap: Scry 1.


Three generic, tap: Target creature can’t be blocked this turn.

Command Tower Timey Wimey

Command Tower

Land – Common


Tap: Add one mana of any color in your commander’s color identity.

Deserted Beach

Deserted Beach

Land – Rare


Deserted Beach enters the battlefield tapped unless you control two or more other lands.


Tap: Add one white or one blue.

Exotic Orchard

Exotic Orchard

Land – Rare


Tap: Add one mana of any color that a land an opponent controls could produce.

Fiery Islet

Fiery Islet

Land – Rare


Tap, pay one life: Add one blue or one red.


One generic, Tap, Sacrifice Fiery Islet: Draw a card.

Frostboil Snarl

Frostboil Snarl

Land – Rare


As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don’t, Frostboil Snarl enters the battlefield tapped.


Tap: Add one blue or one red.

Furycalm Snarl

Furycalm Snarl

Land – Rare


As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don’t, Furycalm Snarl enters the battlefield tapped.


Tap: Add one red or one white.

Glacial Fortress

Glacial Fortress

Land – Rare


Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.


Tap: Add one white or one blue.

Irrigated Farmland

Irrigated Farmland

Land – Plains Island – Rare


(Tap: Add one white or one blue.)


Irrigated Farmland enters the battlefield tapped.


Cycling: two generic (Two generic, Discard this card: Draw a card.)

Myriad Landscape

Myriad Landscape

Land – Uncommon


Myriad Landscape enters the battlefield tapped.


Tap: Add one colorless mana.


Two generic, Tap, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Mystic Monastery

Mystic Monastery

Land – Uncommon


Mystic Monastery enters the battlefield tapped.


Tap: Add one blue, one red, or one white mana.

Ominous Cemetery-1

Ominous Cemetery

Land – Uncommon


Tap: Add one generic.


Five generic, tap, exile Ominous Cemetery: Target creature’s owner shuffles it into their library.

Path of Ancestry

Path of Ancestry

Land – Common


Path of Ancestry enters the battlefield tapped.


Tap: 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.

Port Town

Port Town

Land – Rare


As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don’t, Port Town enters the battlefield tapped.


Tap: Add one white or one blue.

Rogue's Passage

Rogue’s Passage

Land – Uncommon


Tap: add one colorless mana.


Four generic, Tap: Target creature can’t be blocked this turn.

Skycloud Expanse

Skycloud Expanse

Land – Rare


One generic, Tap: Add one white and one blue.

Stormcarved Coast

Stormcarved Coast

Land – Rare


Stormcarved Coast enters the battlefield tapped unless you control two or more other lands.

Sunbaked Canyon

Sunbaked Canyon

Land – Rare


Tap, pay one life: Add one red or one white.


One generic, Tap, Sacrifice Sunbaked Canyon: Draw a card.

Sundown Pass

Sundown Pass

Land – Rare


Sundown Pass enters the battlefield tapped unless you control two or more other lands.


Tap: Add one red or one white.

Temple of Enlightenment

Temple of Enlightenment

Land – Rare


Temple of Enlightenment enters the battlefield tapped.


When Temple of Enlightenment enters the battlefield, scry 1.


Tap: Add one white or one blue.

Temple of the False God

Temple of the False God

Land – Uncommon


Tap: Add two generic. Activate only if you control five or more lands.

Temple of Triumph

Temple of Triumph

Land – Rare


Temple of Triumph enters the battlefield tapped.


When Temple of Triumph enters the battlefield, scry 1.


Tap: Add one red or one white mana.

Thespian's Stage

Thespian’s Stage

Land – Rate


Tap: Add one colorless mana.


Two generic, Tap: Thespian’s Stage becomes a copy of target land, except it has this ability.

Trenzalore Clocktower

Trenzalore Clocktower

Legendary land


Tap: Add one blue mana. Put a time counter on Trenzalore Clocktower.


One generic, one blue mana, Tap, Remove twelve time counters from Trenzalore Clocktower and exile it: Shuffle your graveyard and hand into your library, then draw seven cards. Activate only if you control a Time Lord.

War Room

War Room

Land – Rare


Tap: Add one colorless mana.


Three generic, Tap, Pay life equal to the number of colors in your commanders’ color identity: Draw a card.

Planechase Cards

Amy's Home

Amy’s Home

Plane – Earth – Common


When you planeswalk to Amy’s Home and at the beginning of your upkeep, you may exile a nonland 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.


Whenever chaos ensues, time travel. (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.)

Bad Wolf Bay

Bad Wolf Bay

Plane – Earth – Common


At the beginning of combat on your turn, exile up to one target creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.


When chaos ensues, cards can’t enter the battlefield from exile this turn. Then planeswalk.

Human-Time Lord Meta-Crisis

Human-Time Lord Meta-Crisis

Phenomenon – Common


When you encounter Human-Time Lord Meta-Crisis, each player chooses one or two creatures they control. Each player creates a token that’s a copy of the first creature they chose, except it isn’t legendary. Then each player who chose a second creature puts a number of +1/+1 counters on the token they created equal to the power of the second creature they chose. (Then planeswalk away from this Phenomenon.)

Lake Silencio

Lake Silencio

Plane – Earth – Common


Still Point in Time – All spells have split second. (As long as a spell with split second is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)


Whenever chaos ensues, Lake Silencio deals 6 damage to target creature an opponent controls. If a creature dealt damage this way would die this turn, exile it instead.

New New York

New New York

Plane – New Earth – Common


At the beginning of combat on your turn, until end of turn, noncreature artifacts you control become 3/3 Vehicles in addition to their other types and gain flying, haste, and crew one generic mana.


Whenever chaos ensues, create a Treasure token and a 2/2 white Alien creature token.

North Pole Research Base

North Pole Research Base

Plane – Earth – Common


At the beginning of your upkeep, target opponent draws a card and creates a Treasure token.


Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Ood Sphere

Ood Sphere

Plane – Horesehead Nebula


Song of the Ood — Noncreature spells have convoke. (A player’s creatures can help cast those spells. Each creature they tap while casting a noncreature spell pays for one generic or one mana of that creature’s color.)

Pompeii

Pompeii

Plane – Earth – Common


When you planeswalk to Pompeii and at the beginning of your upkeep, put an eruption counter on it.


Whenever you roll a blank on the planar die, scry 2. Then put an eruption counter on Pompeii.


Red-eye — When chaos ensues, Pompeii deals damage to each creature and each player equal to the number of eruption counters on Pompeii. Each player sacrifices a land. Then planeswalk.

Prime Minister's Cabinet Room

Prime Minister’s Cabinet Room

Plane – Earth – Common


At the beginning of combat on your turn, up to one target creature you control becomes a copy of one target creature an opponent controls.


Will of the council – Whenever chaos ensues, starting with you, each player votes for a creature you don’t control. Exile each creature with the most votes or tied for the most votes.

The Doctor's Childhood Barn

The Doctor’s Childhood Barn

Plane – Gallifrey – Common


Creatures enter the battlefield tapped.


Whenever chaos ensues, for each opponent, choose up to one target nonland permanent that opponent controls. Untap those permanents. They phase out. They can’t phase in for as long as The Doctor’s Childhood Barn remains face up. When a player planeswalks, those permanents phase in.

The Doctor's Tomb

The Doctor’s Tomb

Plane – Trenzalore – Common


If a creature would die, instead exile it and that creature’s controller loses 2 life.


Whenever chaos ensues, redistribute any number of players’ life totals. (Each of those players gets one life total back.)

The Lux Foundation Library

The Lux Foundation Library

Plane – The Library – Common


Players have no maximum hand size.


Whenever a creature you control deals combat damage to a player, you may draw a card.


Whenever chaos ensues, put a shadow counter on target creature. (A creature with shadow can block or be blocked by only creatures with shadow.)

Two Streams Facility

Two Streams Facility

Plane – Apalapucia – Common


When you planeswalk to Two Streams Facility and at the beginning of the first upkeep of the game, each player chooses green anchor or red waterfall.


Each player who last chose green anchor may play an additional land during each of their turns.


Creatures controlled by players who last chose red waterfall get +2/+0 and have haste.


Whenever chaos ensues, each player who last chose green anchor chooses red waterfall, and vice versa.

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