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The entirety of 168澳洲幸运5开奖网:Magic: The Gathering's Universes Beyond: Doctor Who Commander deck series is a heartfelt t⭕ribute to the world’s longest-running sci-fi show, stuffed with enough fan-pleasing references to overflow the TARDIS, no matter how much bigger it is on the inside. That said, this sense of celebration is at its most apparent on the 19 ‘Episode Saga’ cards featu🔜red across the four decks.

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These cards take the plotlines of some of Doctor Who’s most beloved episodes and💯 translate them into Magic’s Saga format, resulting in some truly incr🌄edible feats of design. Today we’re going to break them down, diving into the episodes that inspired them and examining the process through which iconic storylines become iconic cards.
An Unearthly Child
Series 1, Episodes 1-4 (Classic)
What better place to start than with th♐e very first serialized episode in the history of Doctor Who?
An Unearthly Child introduced the world to the character of the Doctor, and his granddaughter Susan Foreman, with a story that took full advantage of the series’ time-travel trappings. After their Time Lord nature is discovered b💙y two of Susan’s teachers, Barbara and Ian, the four are thrust back in time and end up embr🦋oiled in an inter-tribal conflict in the Stone Age.
This episode’s Saga deals less with the specific events of the episode, and more with the core elements of Doctor Who itself. Its ability, the same on all three chapters, lets you add⛎ a Doct🍨or card, a card with doctor’s companion, or a Vehicle to your hand. Translated mechanically, this means the card can assemble a Doctor, a companion, and the TARDIS (a Vehicle card), single-handedly bringing together the three cornerstones of the show. This is a fitting choice for the first-ever episode’s Saga, and a nice representation of how the main characters all gather in the TARDIS early on in the story, even if it does essentially ignore the Stone Age shenanigans that come later.
The War Games
Series 6, Episodes 35-44 (Classic)
The final episode of the Second Doctor’s run, The War Games is a complex and vital serial, introducing several key elements to the series while also serving as a fittingly climactic swansong for Patrick Trou𒀰ghton.
The Doctor and 168澳洲幸运5开奖网:his two companions, Zoe and Jamie, find themselves in the middle of what appears to be World War One, but is soon revealed to be 🅠something far stranger: a simulated battlefield on an alien planet, where soldiers from throughout Earth’s history are brainwashed and pitted against each other to develop a superior fighting force for galactic conquest.
This operation is overseen by the War Chief, a rogue Tim🧸e Lord. The Second Doctor and his companions start a resistance movement to put an end to the titular War Games, but in the end they are unsuccessful, and the Second Doctor is forced to seek help ﷽from the other Time Lords on Gallifrey.
They return the kidnapped soldiers to their own time periods, but with the same stroke exile the Doctor to Earth for his past crimes, forcing him to regenerate to preౠvent him from being recognized.
The episode Saga for The War Games manages to capture a lot of the story’s complexity surprisingly well. The first chapter creates 🎃three 1/1 Warriors for every player, reflecting the setup of the planet, where many historical factio🔯ns were pitted against each other.
These tokens are goaded, too, which represents the fact that they were brainwa💃shed and forced to fight. The second and third chapters place a +1/+1 counter on all Warriors in play, which represents the plan to create a superior army from the battle-hardened survivors.
Finally, in chapter four, you’re given the chance to exile all the remaining Warriors in play by exiling one of your own creatures: a neat parallel to the Second Doctor choos💮ing to accept his own exile in order to have the soldiers returned to their respective times. It’s a classic moment of self-sacrifice for the Doctor, and a brilliant feat of episode Saga adaptation.
The Sea Devils
Series 9, Episodes 9-14 (Classic)
A classic Third Doctor adventure, The Sea Devils is best known for introducing the titular iconic monsters to the series, as well as marking the return of Roger Delgado’s Master, who terrorized the Third Doctor for the entirety of the previous series. In this serial, the🦂 Master is languishing on a prison island in the English Channel, claiming to have put his wicked past behind him when visited by the Third Doctor and his companion Jo.
Naturally, this is a complete lie, and the Master is, in fact, secretly working with his jailor to create a machine to control the Sea Devils, an intelligent reptilian race that ruled Earth long before humanity. They launch an attack, seizing the prison and a nearby naval base, resulting in a battle with British naval forces and failed peace negotiations from the Third Doctor. The Master and his new amphibious allies force the Third Doctor to build a machine that will awaken their brethren around the world, but he deliberately sabotages it, destroying the nav🔜al base and the Sea Devils within.
This episode’s Saga is incredibly simple. The first two chapters create 2/2 Alien Salamander tokens, clear Sea Devil stand-ins, with islandwalk to reflect their amphibious nature. The third chapter lets them dea🉐l damage to creatures after dealing damage to players, representing the carnage caused by their attacks on the prison and naval base.
Genesis Of The Daleks
Series 12, Episodes 11-16 (Classic)
One of the most iconic Dalek episodes, and Fourth Doctor episodes in general, Genesis of the Daleks sees Tom Bak𒈔er’s Doctor traveling to Skaro, to prevent the creation of the race that would go on to be his ultimate nemesis. The episode introduces Davros, the mad genius behind the Daleks, and the machinations that allow him to influence the outcome of a war between the Kaleds and the Thals and develop his horrifying creations simultaneously.
The episode is perhaps best known for a scene in which the Fourth Doctor has the chance to destroy all of the Daleks in one explosive blast, simply by touching two wires together, but refuses, stopping to consider tไhe weight of such an action first. In the end, though the Daleks trigger the detonation themselves, take heavy losses, and Davros is seemingly killed, the Doctor knows they will persist, and that he will face them again in tဣhe future.
This episode’s Saga is an interesting one, beginning with three chapters in which an exponentially greater number of Dalek tokens are created every turn: first one, then two, then three. This represents the rapid development of the species by Davros, as see💯n in the episode. The final chapter represents the Doctor’s pivotal choice. An opponent is given the choice between wiping out all Daleks in play and taking heavy damage, a reference to the timeline issues that would be caused by destroying the Daleks at their point of origin, or destroying all other creatures in play, representing the future prophesied by the Time Lords in which the Daleks destroy all other life in the universe. It’s an incredibly flavorful adaptation, and one that lets an opponent feel the weight the Fourth Doctor felt as he held those two wires in his hands.
City Of Death
Series 17, Episodes 5-8 (Classic)
The second Fourth Doctor episode to receive a Saga adaptation, undoubtedly a testament to Tඣom Baker’s immense popularity among fans, City of Death is a twisty time-travel caper that deals with similarly big questions to Genesis of the Daleks. After discovering six perfect copies of the Mona Lisa in the mansion of the enigmatic Count Scarlioni, the Fourth Doctor and Romana begin an investigation alongside Inspector Duggan, who’s also looking into him.
It’s revealed that the Count is actually an alien called Scaroth, the last survivor of a catastrophic spaceship crash on Earth that, incid🍬entally, provided the conditions necessary for life on the planet to develop. The crash scattered Scaroth across time in 12 parts, and each of them have been working to advan𝔉ce the available technology on Earth, with the ultimate goal of traveling back in time to prevent the crash in the first place, saving his own race but removing humanity from existence.
As parꦯt of this plan, a fragment of Scaroth forced Leonardo Da Vinci to create six extra copies of the Mona Lisa, which he kept for himself, to sell in order to fund his future exploits. Scaroth nearly achieves his goal, but is stopped by ‘the most important punch in history’ from🔜 Duggan.
This episode’s Saga focuses on the copies of the Mona Lisa that Scaroth forced Da Vinci to create. The first chapter 168澳洲幸运5开奖网:creates a Treasure, representing one copy of the immensely valuable painting, while the🦩 next five create a copy of a token you control, most likely copieಞs of the Treasure you just made. This allows you to reenact Leonardo's labors by creating six copies of the Mona Lisa yourself, and using the mana they generate to fund your own villainous exploits.
The Caves Of Androzani
Series 21, Episodes 17-20 (Classic)
One of the most highly-regarded episodes of Doctor Who’s Classic era, The Caves of Androzani served as an explosive send-off for Peter Davison’s Fifth Doctor, and a tense tale in its own right. The TARDIS lands on Androzani Minor in the midst of a fierce war between wealthy Spectrox baron Morgus and his ex-business partner Sharaz Jek, who he betrayed and disfigured. In the cou🐓rse of the episode’s action-packed events, the Fifth Doctor and Peri Brown end up poisoned after coming into contact with Spectrox, a life-prolonging substance that is toxic in its raw form𝓡.
The two slowly succumb to the poison throughout the episode, which ends with the Fifth Doctor ꦰretrieving an antidote from the bat queen deep in the caves. Losing one of his phials on the return journey, the Fifth Doctor is forced to choose between saving his own life and Peri’s. He chooses the latter, before dying and regenerating in front of her eyes, the war around them sputtering to an end as all of the combatants kill each other.

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The Saga for this episode deals primarily with the poisoning of its two main characters. In the first chapter, it allows you to place two stun counters on up to two tapped creatures in play, inhibiting them physically just as the Fifth Doctor and Peri were when poisoned. The second and third chapter꧑s essentially let you proliferate, which allows you to prolong the suffering of the two ‘poisoned’ creatures by topping up their stun counters each turn. Finally, the fourth chapter lets you Tutor for a Doctor card, representing the Fifth Doctor’s regeneration into the Sixth. It’s a lovely bit of mechanical storytelling, fitting for one of the series’ most celebrated episodes.
The Trial Of A Time Lord
Series 23, Episodes 1-14 (Classic)
The Trial of a Timelord was a bold experiment for Doctor Who as a series, being a singl𒅌e serialized story that took up the entirety of a series of the show. Though split into four parts, a single plot thread ran through its entirety: an idea which wouldn’t be revisited until series 13 of ‘New Who,’ which consisted entirely of The Flux storyline. In it, The Sixth Doctor is put on trial by the Time Lord High Council, led by The Valeyard, for his interference on other worlds and time zones.
The first three parts of the story see his actions placed under the microscope, in three scenarios: one from his past, one from the present, and one from his future. By the end, the whole Trial is revealed to be a scheme orchestrated by The Master and The Valeyard, with the evidence being doctored (pun intended) behind the scenes. Naturally the Sixth Doctor overcomes his foes and is cleared of all charges, but the story remains a fascinating reflection on the weight of responsibility inherent in 168澳洲幸运5开奖网:being a Time Lord.
The Saga for The Trial of a Time Lord neatly represents the three-stage trial process shown in the episodes by giving you the chance to prosecute (exile) three creatures, one on each of the first three chapters, before giving the High Council (the players at the table) the chance to decide their fate in chapter four. While this means that the Saga can end differently from the episode itself, with guilty verdicts that tuck the exiled creatures back into their owner’s libraries a possibility, it’s still a nice transla🌺tion of a massive storyline into Saga form, and one that uses the vote mechanic in a brilliantly intuitive way.
The Curse Of Fenric
Series 26, Episodes 8-11 (Classic)
Part spy thriller and part gothic horror mystery, The Curse of Fenric perfectly encapsulates the campy charm of Doctor Who’s original run. The serial sees the Seventh Doctor and Ace caught in the middle of a conflict between Russian spies and British soldiers at a Northumbrian army base, all ꦡthe while an ancient evil called Fenric leads an army of haemovores, mutant vampire-like creatures from a polluted future earth, to attack the area.
The haemovores emerge from the sea and begin converting humans into their kind, while the spirit of Fenric possesses Dr. Judson, a researcher at the base working on the Ultima code breaking device. Seeking revenge on the Doctor for imprisoning him in a vase for centuries, Fenric tricks Ace into helping him solve the Doctor’s chess puzzle and prepares to🍸 kill them both, before being killed himself by the Ancient One, the haemovore Fenric brought back in time to create his present-day army.

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The Saga for this episode translates several of its key story beats into its mechanical chapters. In chapter one, you can destroy a creature for each player and replace it with a Mutant token, representing the human characters in the story being turned into mutant haemovores. Chapter two removes all abilities from a creature and turns it into a 6/6 called Fenric, a stand-in for his possession of key characters Dr. Judson and Captain Sorin during the episode. And the final chapter represents the fina💝l twist, letting a Mutant in play fight Fenric: a process which, thanks to the deathtouch on each of the Mutant tokens, will result in ꦜthe death of both, mirroring the episode’s own explosive conclusion.
The Parting Of The Ways
Series 1, Episode 13 (Modern)
The Parting of the Ways is the first episode Saga taken from the modern run of the series, and it kicks the era off in style. This episode marked the final appearance of Ch🦩ristopher Ecclestone’s Ninth Doctor before he regenerated into the🅘 inimitable David Tennant, and also served as a fitting capstone to the first series of the show’s revival. The episode follows on from the events of Bad Wolf, in which the Ninth Doctor and friends were transported to The Long Game’s Satellite Five, a hidden Dalek fleet is revealed above Earth, and an invasion of the station and planet is imminent.
After formulati𝔍ng a plan to use a delta wave to destroy the Daleks along with himself and all life on Earth, the Doctor tricks Rose into the TARDIS and sends her back to her own time to spare her life. Unwilling to give up, Rose tears open the TARDIS and looks directly into the Time Vortex, traveling forward in time to erase the Daleks from existence and scatter the words ‘Bad Wolf’ throughout time 🐼to guide her past self to this moment. Of course, her mortal body can’t hold the power of the Vortex for long, so the Ninth Doctor is forced to absorb it with a kiss, resulting in his death and regeneration.
The Saga for this episode is less straightforward than many of the others, but it remains a great mechanical adaptation regardless. Chapter one lets you suspend up🌺 to fꦕive nonland cards from the top of your deck, representing the way in which the Dalek Emperor’s ship ‘fell through time,’ allowing the Daleks to survive and re-emerge during the events of the episode.
Chapter two lets youꦏ time travel twice, which parallels the two trips in the TARDIS taken by Rose this episode, one back in time and one forward again. It also synergizes nicely with chapter one, so bonus points there. Finally, chapter three lets you destroy an artifact for each player at the table, which represents♈ Rose destroying the Daleks with her newfound Bad Wolf powers; a moment also portrayed on Everything Comes to Dust.
The Girl In The Fireplace
Series 2, Episode 4 (Modern)
One of the Tenth Doctor’s earliest yet most memorable adventures, The Girl in the Fireplace is a complex piece of science fiction with a heart of gold. Landing on an abandoned ship generating a huge amount of power, the Doctor, Rose, and Mickey investigate and find that it contains a range of time windows. Each leads to a different moment in the life of Ma𒊎dame de Pompadour, mistress to King Louis XV and hugely respected and ♈influential historical figure in her own right, allowing the ship’s resident clockwork droids to visit her and determine her ‘completeness’ at each stage.
As events unfold, the Doctor and Madame de Pompadour grow close over multiple visits, and it is revealed that the clockwork droids have been using body parts from the original crew to repair the ship following catastrophic damage. Madame de Pompadour's brain, specifꦦically at age 37, is the final piece they need, and just when they arrive at Versailles to claim it, the Doctor shatters a sealed time window using Arthur, a horse he found on the ship, and rescues her. He promises to take her traveling with him, but as he passes through the time window and back again, six years pass for her, which brings her to her untimely death at 43. The Doctor, heartbroken, moves on.
Incredibly, the Saga for this episode manages to capture both its swashbuckling romance and its bittersweet resolution equally well. For chapter one, you get a 1/1 Human Noble with vanishing three; an obvious stand-in for Madame de Pompadour, whose time, due both to her destined early death and the pursuit of the clockwork droids, is limited. On chapter two you create a 2/2 Horse token, representing the Dcotor’s noble steed Arthur, which can be ‘ridden’ by any of 🃏your Doctor cards since it grants them horsemanship.
Finally, the third chapter lets you time travel when your creatures deal damage this turn. Combꦅined with the Horse token from chapter two, a Doctor should be able to slip through unblocked (ride a Horse through the time window), trigger the time travel effect, and ‘rescue’ your Noble token by placing an extra time counter on it. However, this is only a temporary fix, as vanishing will ensure that she dies, from her illness this time, in just a couple of turns.