Deck Strategies
The Fourth Doctor
Utilizes historic spells and lands to generate food tokens and investigate, aiming to gain incremental value through playing cards from the top of the library and triggering historic synergies.
Sarah Jane Smith
Supports historic spell casting with investigate triggers, complementing the Fourth Doctor's theme to generate card advantage and defensive tokens.
The Thirteenth Doctor
Focuses on placing +1/+1 counters and untapping creatures with counters at the end of turn, facilitating multiple attacks and board presence through synergy with Yasmin Khan.
Yasmin Khan
Works with the Thirteenth Doctor by exiling cards from the top of the library and allowing play from exile, enhancing resource availability and card selection.
Missy
Creates artifact creature Cybermen tokens by reanimating non-artifact creatures that die, forcing opponents into difficult choices each turn and maintaining a resilient board state.
The Tenth Doctor
Leverages suspend and time counters on cards to manipulate resources and board state, with an ability that exiles cards when attacking and allows for multiple activations of a complex time travel mechanic.
Rose Tyler
Gains +1/+1 counters through attacks and synergizes with time counters on permanents and suspended cards, increasing power and supporting the Tenth Doctor's time counter theme.
Gameplay Insights
- 1
Missy's ability to return non-artifact creatures as artifact Cybermen creates a resilient board presence that pressures opponents and forces difficult end step choices.
- 2
The interaction between suspended cards and time counters in the Tenth Doctor deck allows for multiple activations of powerful abilities, enabling complex resource manipulation.
- 3
The plane Chase format introduces chaotic board effects and life total redistributions that add unpredictability and require players to adapt their strategies on the fly.
- 4
Players prioritized setting up historic and time counter synergies early, using companions like Sarah Jane Smith and Yasmin Khan to maximize value from casting spells and playing cards from exile.
- 5
Rolling the planar die each turn was a tactical choice to avoid lingering on detrimental planes like the Doctor's Tomb, demonstrating awareness of the meta-game environment.
Notable Cards
Temple of Mystery
Temple of Epiphany
Irrigated Farmland
Exotic Orchard
Summary
The game began with all players exploring the unique plane Chase setting themed around Doctor Who, starting on the Doctor's Tomb plane which introduced effects that impacted life totals and creature exile. Players developed their board states by playing lands and casting spells, utilizing the historic and time-travel mechanics central to the Doctor Who preconstructed decks. Early turns featured players setting up their commanders' synergies, such as the Fourth Doctor and Sarah Jane Smith's historic spell triggers, and the Thirteenth Doctor and Yasmin Khan's counters and play-from-exile abilities. As the game progressed, key moments involved the Missy deck generating artifact creature Cybermen tokens whenever creatures died, creating a persistent threat with forced villainous choices imposed on opponents. The Tenth Doctor deck leveraged time counters and suspend cards, steadily building up a board that could untap and attack multiple times. Players took advantage of the chaotic plane Chase effects, which sometimes redistributed life totals or triggered unique exile interactions, adding unpredictability to combat and resource management. The interplay between historic cards, time counters, and artifact creature production shaped the flow of the game, with players aiming to maximize their commanders' abilities to control the board and generate incremental advantages toward eventual victory.