- Commander Nexus
- Commanders
- The Tenth Doctor
Command zone
The Tenth Doctor
Legendary Creature — Time Lord Doctor
The Tenth Doctor wants a deck that plays cheap creatures and attacks from the first turns. It leads the ready-made Timey-Wimey deck (2023).
- Mana cost
- Blue, Red ()
- Power / toughness3 / 5
- RarityMythic
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 — : Time travel three times. Activate only as a sorcery. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter. Then do it two more times.)
Build a deck with The Tenth Doctor Find it in the app
- Archetypes
Cards That Fit The Tenth Doctor
Picked for what they do in The Tenth Doctor's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Tenth Doctor's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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Decks Led by The Tenth Doctor
The Tenth Doctor leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
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Timey-WimeyOfficial precon
All 100 Cards
Commander · 2
Other cards · 98
- 1×Adipose Offspring
- 1×All of History, All at Once
- 1×Amy Pond
- 1×Arcane Signet
- 1×As Foretold
- 1×Astrid Peth
- 1×Atraxi Warden
- 1×Clockspinning
- 1×Command Tower
- 1×Coward // Killer
- 1×Crack in Time
- 1×Deserted Beach
- 1×Dinosaurs on a Spaceship
- 1×Donna Noble
- 1×Ecstatic Beauty
- 1×Everybody Lives!
- 1×Everything Comes to Dust
- 1×Evolving Wilds
- 1×Exotic Orchard
- 1×Farewell
- 1×Fiery Islet
- 1×Flesh Duplicate
- 1×Four Knocks
- 1×Fractured Identity
- 1×Frostboil Snarl
- 1×Furycalm Snarl
- 1×Gallifrey Falls // No More
- 1×Glacial Fortress
- 1×Grasp of Fate
- 1×Idris, Soul of the TARDIS
- 1×Inspiring Refrain
- 1×Irrigated Farmland
- 3×Island
- 1×Jenny, Generated Anomaly
- 1×Judoon Enforcers
- 1×Kate Stewart
- 1×Lightning Greaves
- 1×Martha Jones
- 1×Mind Stone
- 3×Mountain
- 1×Myriad Landscape
- 1×Mystic Monastery
- 1×Nanogene Conversion
- 1×Ominous Cemetery
- 1×Out of Time
- 1×Path of Ancestry
- 3×Plains
- 1×Port Town
- 1×Prairie Stream
- 1×Psychic Paper
- 1×Regenerations Restored
- 1×RMS Titanic
- 1×Rogue's Passage
- 1×Rory Williams
- 1×Rotating Fireplace
- 1×Run for Your Life
- 1×Sally Sparrow
- 1×Sibylline Soothsayer
- 1×Skycloud Expanse
- 1×Sol Ring
- 1×Sonic Screwdriver
- 1×Star Whale
- 1×Stormcarved Coast
- 1×Sunbaked Canyon
- 1×Sundown Pass
- 1×Talisman of Conviction
- 1×Talisman of Creativity
- 1×TARDIS
- 1×Temple of Enlightenment
- 1×Temple of Epiphany
- 1×Temple of the False God
- 1×Temple of Triumph
- 1×The Day of the Doctor
- 1×The Eleventh Doctor
- 1×The Eleventh Hour
- 1×The Face of Boe
- 1×The Girl in the Fireplace
- 1×The Moment
- 1×The Ninth Doctor
- 1×The Pandorica
- 1×The Parting of the Ways
- 1×The War Doctor
- 1×The Wedding of River Song
- 1×Thespian's Stage
- 1×Thought Vessel
- 1×Thriving Bluff
- 1×Time Beetle
- 1×Trenzalore Clocktower
- 1×War Room
- 1×Wedding Ring
- 1×Wibbly-wobbly, Timey-wimey
- 1×Wilfred Mott
Rulings for The Tenth Doctor
explain how The Tenth Doctor works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Any land cards exiled with The Tenth Doctor's first ability will remain in exile.
If an effect instructs you to choose a creature type, you may choose Time Lord.
Neither "Time" nor "Lord" are creature types. Some older cards were printed with the subtype "Lord," but all of those cards have updated Oracle card text that removed that type.
Time counters are usually found on cards with suspend and vanishing, but may be found on other cards as well. Notably, Sagas use lore counters to track their progress, not time counters. You can't move a Saga's chapters forward and backward this way.
To time travel, look at each permanent you control with a time counter on it and each suspended card you own in exile with a time counter on it. For each of them, you choose whether you want to put a time counter on that card or permanent, remove a time counter from it, or do neither. Then those changes all happen simultaneously.
Unlike other creature types in Magic that are each only one word, the two words "Time Lord" represent a single creature subtype. Time Lord is the only two-word creature type.
Cards exiled with suspend are exiled face up.
Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
19 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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