Crossing time and space together into one collection,Magic: The Gathering’sUniverses Beyond withDoctor Whointo 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.
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 cards 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.

10Atraxi Warden
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 two 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 Atraxi Warden for free and give it haste for the turn.
When it comes into play, you’re able to exile a tapped creature, making it both a good deterrent 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.

9The Wedding Of River Song
In Commander,white generally 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 don’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.

8The 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.
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.

7Crisis Of Conscience
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’re able to clear the board of all defenders, giving you a clean way to attack your opponents directly and get rid of any permanents making your game difficult. The other option, to destroy all tokens, helps if you’re facing down an army but want to keep your cards around.

6Crack In Time
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 main 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 perpetually 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 control, giving you a perpetual creature-exiling effect every turn.
5Everything Comes To Dust
A massive ten-mana spell, Everything Comes to Dust is actually 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.
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.

4The Pandorica
Sometimes you don’t need to blow up the entire battlefield, sometimesyou just have to get rid of just one creature. The Pandorica can 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.

3Wedding 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 an 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.

2Farewell
One of themost powerful board wipes to ever be printedin 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.

1Everybody 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.
Slap 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.