The Tenth Doctor is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
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 —: 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.)
Complete guide
The Tenth Doctor brings the essence of time manipulation to Magic: The Gathering, turning every attack into a ticking clock for your opponents. As a legendary Time Lord Doctor, he ensures that your most powerful spells are always just a few turns away from reality. By mastering his unique time travel ability, you can accelerate your strategy or preserve your most vital resources.
Allons-y! The Mechanics of Time
When The Tenth Doctor attacks, his 'Allons-y!' ability triggers. You exile cards from the top of your library one by one until you hit a nonland card. Any lands revealed this way stay in exile forever. The nonland card is then placed in exile with three time counters. If the card didn't already have the suspend keyword, The Tenth Doctor gives it suspend, allowing it to eventually be cast for free once the counters are gone.
Mastering Timey-Wimey
His second ability, 'Timey-Wimey', is a powerful mana sink that costs 7 mana and acts as a sorcery. When you time travel, you look at every permanent you control and every suspended card you own in exile that has at least one time counter. You can choose to add a counter, remove a counter, or do nothing for each. Because you time travel three times with this ability, you can effectively remove three time counters from a single suspended card in one turn.
Resolving Suspend Step by Step
Suspend works in three stages. First, the card is in exile with time counters. Second, at the beginning of your upkeep, you remove one time counter. Third, when the last counter is removed, a triggered ability allows you to cast the spell without paying its mana cost. If this casting ability is countered, the card stays in exile with no counters and is no longer 'suspended,' meaning it stays there indefinitely.
Strategic Timing and Constraints
A common mistake is forgetting that 'Timey-Wimey' can only be activated as a sorcery, meaning during your main phase when the stack is empty. Additionally, if you exile a card with an 'X' in its mana cost via The Tenth Doctor, you must choose 0 for the value of X when you eventually cast it. If you choose not to cast the card when the last counter is removed, it remains in exile and you lose the chance to play it later.
Interaction examples
If you attack with The Tenth Doctor and exile Solemn Simulacrum, it gains suspend with three time counters. On your next turn, you can pay 7 mana to 'Timey-Wimey' three times, choosing to remove a counter each time. This removes all three counters instantly, triggering the suspend ability to cast the Simulacrum immediately during your main phase.
With Roaming Throne on the battlefield naming 'Time Lord', The Tenth Doctor's 'Allons-y!' ability triggers twice whenever he attacks. You will exile cards until you find two nonland cards, suspending each of them with three time counters. This doubles the value of every offensive maneuver you take.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Tenth Doctor
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
No other card is named in this ruling.
- #3· Wizards of the Coast
When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
No other card is named in this ruling.
- #4· Wizards of the Coast
If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
No other card is named in this ruling.
- #5· Wizards of the Coast
Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
No other card is named in this ruling.
- #6· Wizards of the Coast
If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
No other card is named in this ruling.
- #7· Wizards of the Coast
If the card has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
No other card is named in this ruling.
- #8· Wizards of the Coast
Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
No other card is named in this ruling.
- #9· Wizards of the Coast
You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
No other card is named in this ruling.
- #10· Wizards of the Coast
Cards exiled with suspend are exiled face up.
No other card is named in this ruling.
- #11· Wizards of the Coast
Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
No other card is named in this ruling.
- #12· Wizards of the Coast
If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
No other card is named in this ruling.
- #13· Wizards of the Coast
If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
No other card is named in this ruling.
- #14· Wizards of the Coast
To time travel, look at each permanent you control with a time counter on it and each suspended card you own in exile with a time counter on it. For each of them, you choose whether you want to put a time counter on that card or permanent, remove a time counter from it, or do neither. Then those changes all happen simultaneously.
No other card is named in this ruling.
- #15· Wizards of the Coast
Time counters are usually found on cards with suspend and vanishing, but may be found on other cards as well. Notably, Sagas use lore counters to track their progress, not time counters. You can't move a Saga's chapters forward and backward this way.
No other card is named in this ruling.
- #16· Wizards of the Coast
Unlike other creature types in Magic that are each only one word, the two words "Time Lord" represent a single creature subtype. Time Lord is the only two-word creature type.
No other card is named in this ruling.
- #17· Wizards of the Coast
Neither "Time" nor "Lord" are creature types. Some older cards were printed with the subtype "Lord," but all of those cards have updated Oracle card text that removed that type.
No other card is named in this ruling.
- #18· Wizards of the Coast
If an effect instructs you to choose a creature type, you may choose Time Lord.
No other card is named in this ruling.
- #19· Wizards of the Coast
Any land cards exiled with The Tenth Doctor's first ability will remain in exile.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
The Tenth Doctor + Rousing Refrain
- 1If Rousing Refrain is in your hand, cast it by paying
.
- 2Otherwise, activate The Tenth Doctor by paying
, causing you to time travel three times, removing all time counters from Rousing Refrain and cast Rousing Refrain from exile without paying its mana cost.
- 3Resolve Rousing Refrain, adding at least seven
, and exiling Rousing Refrain with three time counters on it.
- 4Repeat from step 2.
- 5If an opponent has eight or more cards in hand, this combo nets infinite red mana.
The Tenth Doctor + Chronomantic Escape
- 1If Chronomantic Escape is in your hand, cast it by paying
.
- 2Otherwise, activate The Tenth Doctor by paying
, causing you to time travel three times, removing all time counters from Chronomantic Escape and cast Chronomantic Escape from exile without paying its mana cost.
- 3Resolve Chronomantic Escape, preventing creatures from attacking you until your next turn, and exiling Chronomantic Espace with three time counters on it.
- 4Repeat from step 2 during each of your turns.
The Tenth Doctor + Taigam, Master Opportunist + Time Stretch
- 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
- 2Cast Time Stretch by paying its mana cost.
- 3Taigam triggers, copying Time Stretch and then exiling it with four time counters on it and giving it suspend.
- 4Resolve the copy of Time Stretch, causing you to take two extra turns after this one.
- 5Move to your first extra turn. At the beginning of that turn's upkeep, Time Stretch and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 6Move to your second extra turn. At the beginning of that turn's upkeep, Time Stretch and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 7Activate The Tenth Doctor by paying
, removing three time counters from Time Stretch and the self-suspending card, triggering their suspend abilities.
- 8Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
The Tenth Doctor + Taigam, Master Opportunist + Twice Upon a Time // Unlikely Meeting
- 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
- 2Cast Twice Upon a Time by paying its mana cost.
- 3Taigam triggers, copying Twice Upon a Time and then exiling it with four time counters on it and giving it suspend.
- 4Resolve the copy of Twice Upon a Time, causing you to take an extra turn after this one.
- 5Move to your next turn. At the beginning of that turn's upkeep, Twice Upon a Time and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 6Activate The Tenth Doctor by paying
, removing three time counters from Twice Upon a Time and the self-suspending card, triggering their suspend abilities.
- 7Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
- 8Resolve the Twice Upon a Time's suspend trigger, causing you to cast it from exile without paying its mana cost.
The Tenth Doctor + Taigam, Master Opportunist + Nexus of Fate
- 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
- 2Cast Nexus of Fate by paying its mana cost.
- 3Taigam triggers, copying Nexus of Fate and then exiling it with four time counters on it and giving it suspend.
- 4Resolve the copy of Nexus of Fate, causing you to take an extra turn after this one.
- 5Move to your next turn. At the beginning of that turn's upkeep, Nexus of Fate and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 6Activate The Tenth Doctor by paying
, removing three time counters from Nexus of Fate and the self-suspending card, triggering their suspend abilities.
- 7Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
- 8Resolve the Nexus of Fate's suspend trigger, causing you to cast it from exile without paying its mana cost.
The Tenth Doctor + Taigam, Master Opportunist + Expropriate
- 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
- 2Cast Expropriate by paying its mana cost.
- 3Taigam triggers, copying Expropriate and then exiling it with four time counters on it and giving it suspend.
- 4Resolve the copy of Expropriate, causing you to take an extra turn after this one.
- 5Move to your next turn. At the beginning of that turn's upkeep, Expropriate and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 6Activate The Tenth Doctor by paying
, removing three time counters from Expropriate and the self-suspending card, triggering their suspend abilities.
- 7Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
- 8Resolve the Expropriate's suspend trigger, causing you to cast it from exile without paying its mana cost.
The Tenth Doctor + Taigam, Master Opportunist + Temporal Mastery
- 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
- 2Cast Temporal Mastery by paying its mana cost.
- 3Taigam triggers, copying Temporal Mastery and then exiling it with four time counters on it and giving it suspend.
- 4Resolve the copy of Temporal Mastery, causing you to take an extra turn after this one.
- 5Move to your next turn. At the beginning of that turn's upkeep, Temporal Mastery and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 6Activate The Tenth Doctor by paying
, removing three time counters from Temporal Mastery and the self-suspending card, triggering their suspend abilities.
- 7Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
- 8Resolve the Temporal Mastery's suspend trigger, causing you to cast it from exile without paying its mana cost.
The Tenth Doctor + Taigam, Master Opportunist + Time Warp
- 1Cast the self-suspending card by paying its mana cost if its in your hand, or any other spell otherwise if you have not cast a spell this turn.
- 2Cast Time Warp by paying its mana cost.
- 3Taigam triggers, copying Time Warp and then exiling it with four time counters on it and giving it suspend.
- 4Resolve the copy of Time Warp, causing you to take an extra turn after this one.
- 5Move to your next turn. At the beginning of that turn's upkeep, Time Warp and the self-suspending card's suspend abilities trigger, removing a time counter from each of them.
- 6Activate The Tenth Doctor by paying
, removing three time counters from Time Warp and the self-suspending card, triggering their suspend abilities.
- 7Resolve the self-suspending card's suspend trigger, causing you to cast it from exile without paying its mana cost, and eventually exile it with time counters on it.
- 8Resolve the Time Warp's suspend trigger, causing you to cast it from exile without paying its mana cost.
Legal formats
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Solemn Simulacrum
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