The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Vanishing 3 (This enchantment enters 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 and at the beginning of your first main phase, exile target creature an opponent controls until Crack in Time leaves the battlefield.
Target creature's owner shuffles it into their library, then faces a villainous choice — They lose 5 life, or they shuffle another creature they own into their library.
MenaceMyriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Each legendary creature you control gets +1/+1 for each other legendary creature you control., : Look at the top X cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
MenaceAt the beginning of your end step, create a 3/3 black Dalek artifact creature token with menace if an opponent lost 3 or more life this turn. Then each opponent who lost 3 or more life this turn faces a villainous choice — You draw a card, or that player discards a card.
When The Cyber-Controller enters, each opponent mills X cards. Put all creature cards milled this way onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.Other artifact creatures you control get +1/+1.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types.
Time Lord's Prerogative — Whenever you cast a historic spell, copy it, except the copy isn't legendary. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic. A copy of a permanent spell becomes a token.)
FlyingWhenever TARDIS attacks, if you control a Time Lord, the next spell you cast this turn has cascade and you may planeswalk.Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
FlyingWhenever Cybership deals combat damage to a player, put the top two cards of that player's library onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.Crew 4
Affinity for Daleks (This spell costs less to cast for each Dalek you control.)Other Daleks you control have haste.At the beginning of combat on your turn, each opponent faces a villainous choice — That player sacrifices a creature of their choice, or you create a 3/3 black Dalek artifact creature token with menace.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — For each player, destroy up to one target creature that player controls. For each creature destroyed this way, its controller creates a 3/3 green Mutant creature token with deathtouch.II — Target nontoken creature becomes a 6/6 legendary Horror creature named...
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.
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.
Equipped creature gets +3/+2.Whenever a legendary creature you control enters, you may attach Hero's Blade to it.Equip (: Attach to target creature you control. Equip only as a sorcery.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Create a 1/1 white Human creature token with ward and a 4/4 white Alien Rhino creature token.II — Investigate.III — You may exile a Human you control and an artifact you control. If you do, search your library for a Doctor card, put it onto the battlefield, then...
The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.)Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.
Trample, hasteBattalion — Whenever Sontaran General and at least two other creatures attack, for each opponent, goad up to one target creature that player controls. Those creatures can't block this turn. (Until your next turn, they attack each combat if able and attack a player other than you if able.)
Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.
If an opponent would face a villainous choice, they face that choice an additional time. (They can make the same or different choices.)While voting, you may vote an additional time.
You may look at the top card of your library any time.Would You Like A...? — Once each turn, you may play a historic land or cast a historic spell from the top of your library. When you do, create a Food token. (Artifacts, legendaries, and Sagas are historic.)
Paradox — Whenever you cast a spell from anywhere other than your hand, put a +1/+1 counter on target creature.Team TARDIS — At the beginning of your end step, untap each creature you control with a counter on it.
Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.