Crossing time and space together into one collection, 168澳洲幸运5开奖网:Magic: The Gathering's Universes Beyond with 168澳洲幸运5开奖网:Doctor Who into a fantastic new set. Covering more than sixty years of adventures,✱ the set features four preconstructeed commander decks, each one with unique themes and mechanics.

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Two decks from the Doctor Who collection feature white cards – the Blast from the Past and the Timey Wimey preconstructed decks – giving you plenty of new cardꦚs to use in your Commander games. Doing what white cards do best, these cards work to remove threats from the board, provide a little extra card advantage, and protect your most important cards from harm.
10 Atraxi Wardenꦬ ♒
Six mana for a 6/6 flying creature is okay, but generally not enough on its own. With its suspend ability, it becomes much better. For just tw🦂o mana you can suspend it, putting five time counters on it and letting it hang out in exile for a few turns. Once all those time counters fall off, you get to cast Atraxi𝓰 Warden for free and give it haste for the turn.
When it comes into play, you can exile a tapped creature, making it both a good dete✅rrent to prevent your opponents from attacking the turn before it comes out, and a surprise removal spell if you can speed up removing the time counters.
9 The Wedding Of River Song 🤪
In Commander, white generall🌱y isn’t great at drawing cards, which is where The Wedding of River Song comes in✨. For three mana, you get to draw a card and then exile a nonland card from your hand, putting time counters on it equal to its mana value. You 𝓡don’t have to suspend a card if you don’t want to, either.
One of your opponents also gets to suspend a card in the same way, giving it time counters equal to its mana 🧸value. The Wedding of River Song the lets you time travel, accelerating your suspended card out before your opponent, or holding back to wait until your opponent’s card is cast first.
8 🐓 The Night Of The Doctor
With💃 The Night of the Doctor, you get both a board wipe and a reanimation spell in one card. In this unique two-chapter saga, the shortest Saga to represent the one-episode story with the same name, you destroy all creatures when the first chapter resolves.

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Then, when the next chapter comes, you get to pick a legendary creature from your graveyard and return it to the battlefield, giving it one of three counters to make🎶 them stronger. You can keep your commander as the last creature standing after the climatic Saga resolves with a little proliferation to force the second chapter in the same turn.
7 Crisis Of Conscien﷽ce
Another board wipe to keep all your problematic opponents at bay, Crisis of Conscience gives you a choice on how you want your game to progress. For six mana you get to pick between destroying all tokens🐎 in play, or, instead, destroy all nonland, nontoken permanents.
This versatile board wipe can be used in a variety of ways. In a token-based deck, you can clear the board of all defenders, giving you a clean way to attack your opponents dire🔯ctly and get rid of any permanents making your game difficult. The other option, to destroy all tokens, helps if you’re facin🍸g down an army but want to keep your cards around.
6 Crack In Time �ℱ�
A somewhat narrow removal enchantment, Crack in Time exiles a creature an opponent controls when it comes into play, and also at the start of your precombat ma🍸in phase. All those creatures remain exiled until Crack in Time leaves the battlefield.
Crack in Time is supposed to sacrifice itself once the vanishing count reaches zero, returning all those exiled cards back to play. But ♏if you have a way to perpetual✨ly add more counters to it, or even better, prevent any counters from being put on in the first place, Crack in Time will never have to be sacrificed.
Solemnity prevents counters from ever being put onto enchantments you c♔ontrol, giving you a perpetual creature-e✅xiling effect every turn.
5 Everything Comes T🅘o Dust 🍰
A massive ten-mana spell, Everything Comes to Dust is actua🍌lly a bit of a misdirect. You’ll likely never actually cast it for ten mana since it has convoke, letting you tap creatures to help pay for the casting cost.

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Everything Comes to Dust then exiles all creatures in play, except those who share a creature type with a creature who helped to convoke the spell. If you’re running a deck with a creature type theme, you get to keep all your creatures while your opponents have nothing left. It also exiles all artifacts and enchantments while it's at it, making it a great equalizer in a game.
4 ඣThe Pandorica ⛄
Sometimes you don’t need to blow up the entire battlefield, sometimes 168澳洲幸运5开奖网:you just have to get rid of just one cre🔯ature. The Pandorica c🌃an be used to untap another nonland permanent, and then phases it out of the game, preventing it from being affected in 🙈any way, shape, or form until it phases back in.
That only happens once The Pandorica untaps, and you can choose not to untap The Pandorica during your untap steps, keeping the thing phased out for even longer🐼. You can use it to save your own commander from a potential board wipe and stash something away for future use.
3 🧜 We🅘dding Ring
A surprisingly powerful little artifact, Wedding Ring provides sustained card advantage and 🃏even more over the course of the game for both you and a🦂n opponent of your choice. When Wedding Ring comes into play, you give a token copy of it to an opponent of your choice.
Then, anytime your opponent with the Wedding Ring token 🍷draws a card, you also draw a card. The same goes for if they gain life on🤡 their turn too. Since your opponent gets a copy too, they get all the same effects as well.
2 Farewell
One of the 168澳洲幸运5开奖网:most po🉐werful board wipe🦂s to ever be printed in Magic, Farewell gives you your choice of 🎐which types of cards you want to get rid of. For six mana you get to pick your choice of exiling all artifacts, creatures, enchantments, and/or graveyards.
Farewell is a permanent removal spell, sending them all to exile for the rest of the game (for the most part), making it a powerful answer to many of Commander’s strongest cards. While you will likely lose your own cards as well, it's generally a fine trade-off to survive a few turns longer.
1 ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚ Everybody Lives!
Easily one of the best cards to come out of the entire Doctor Who Universes Beyond release is Everybody Lives!, a white instant spell that costs an incredibly cheap two mana. When it resolves, all creatures gain hexproof and indestructible for the turn, players gain hexproof, can't lose life, and nobody can win or lose the game this turn.
Sl🐟ap this powerful spell on an Isochron Scepter or give yourself a reliable way to cast it every turn, and you’ll have one of the best pieces of protection in the game at your disposal.