{T}: Add one mana of any color in your commander's color identity.
--
Deserted Beach
Land
Deserted Beach enters the battlefield tapped unless you control two or more other lands.
{T}: Add {W} or {U}.
--
Evolving Wilds
Land
{T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
--
Exotic Orchard
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
--
Fiery Islet
Land
{T}, Pay 1 life: Add {U} or {R}.
{1}, {T}, Sacrifice Fiery Islet: Draw a card.
--
Frostboil Snarl
Land
As Frostboil Snarl enters the battlefield, you may reveal an Island or Mountain card from your hand. If you don't, Frostboil Snarl enters the battlefield tapped.
{T}: Add {U} or {R}.
--
Furycalm Snarl
Land
As Furycalm Snarl enters the battlefield, you may reveal a Mountain or Plains card from your hand. If you don't, Furycalm Snarl enters the battlefield tapped.
{T}: Add {R} or {W}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
--
Irrigated Farmland
Land - Plains Island
({T}: Add {W} or {U}.)
Irrigated Farmland enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Mountain
Basic Land - Mountain
({T}: Add {R}.)
--
Myriad Landscape
Land
Myriad Landscape enters the battlefield tapped.
{T}: Add {C}.
{2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
--
Mystic Monastery
Land
Mystic Monastery enters the battlefield tapped.
{T}: Add {U}, {R}, or {W}.
--
Ominous Cemetery
Land
{T}: Add {C}.
{5}, {T}, Exile Ominous Cemetery: Target creature's owner shuffles it into their library.
--
Path of Ancestry
Land
Path of Ancestry enters the battlefield tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
{T}: Add {W} or {U}.
--
Prairie Stream
Land - Plains Island
({T}: Add {W} or {U}.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
--
Rogue's Passage
Land
{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
{1}{W}
Rose Tyler
Legendary Creature - Human
Rose Tyler gets +1/+1 for each time counter on it.
Bad Wolf -- Whenever Rose Tyler attacks, put a time counter on it for each suspended card you own and each other permanent you control with a time counter on it.
Doctor's companion (You can have two commanders if the other is the Doctor.)
2 /
2
--
Skycloud Expanse
Land
{1}, {T}: Add {W}{U}.
--
Stormcarved Coast
Land
Stormcarved Coast enters the battlefield tapped unless you control two or more other lands.
{T}: Add {U} or {R}.
--
Sunbaked Canyon
Land
{T}, Pay 1 life: Add {R} or {W}.
{1}, {T}, Sacrifice Sunbaked Canyon: Draw a card.
--
Sundown Pass
Land
Sundown Pass enters the battlefield tapped unless you control two or more other lands.
{T}: Add {R} or {W}.
--
Temple of Enlightenment
Land
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
{T}: Add {W} or {U}.
--
Temple of Epiphany
Land
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
--
Temple of Triumph
Land
Temple of Triumph enters the battlefield tapped.
When Temple of Triumph enters the battlefield, scry 1.
{T}: Add {R} or {W}.
--
Temple of the False God
Land
{T}: Add {C}{C}. Activate only if you control five or more lands.
{3}{U}{R}
The Tenth Doctor
Legendary Creature - Time Lord Doctor
Allons-y! -- Whenever you attack, exile cards from the top of your library until you exile a nonland card. Put three time counters on it. If it doesn't have suspend, it gains suspend.
Timey-Wimey -- {7}: Time travel three times. Activate only as a sorcery. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter. Then do it two more times.)
3 /
5
--
Thespian's Stage
Land
{T}: Add {C}.
{2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.
--
Thriving Bluff
Land
Thriving Bluff enters the battlefield tapped.
As Thriving Bluff enters the battlefield, choose a color other than red.
{T}: Add {R} or one mana of the chosen color.
--
Trenzalore Clocktower
Legendary Land
{T}: Add {U}. Put a time counter on Trenzalore Clocktower.
{1}{U}, {T}, Remove twelve time counters from Trenzalore Clocktower and exile it: Shuffle your graveyard and hand into your library, then draw seven cards. Activate only if you control a Time Lord.
--
War Room
Land
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.