Doctor Who CCG:

Full Card List

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Name 76 Totters Lane
Type Resource
Rating Unique
Special Ability Take a Resource or Robot card from any discard pile and remove it from the game. This card cannot be brought back into play in any way.
ID 1 / 302
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Name Ace
Type Creature
Time Present
Energy 2 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Energy to Doctor VII if in the same Zone.
Special Ability Destroy one Resource in play.
ID 2 / 302
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Name Adric
Type Creature
Time Future
Energy 1 Substance 1 Support 1
Trait · Rating Alien · Assistant · Unique
Innate Ability Sacrifice Adric to destroy any one creature in Past Zone.
+1 Substance to Doctor V if in the same zone.
ID 3 / 302
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Name Aggedor
Type Creature
Time Future
Energy 2 Substance 3 Support 0
Trait · Rating Alien · Unique
ID 4 / 302
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Name Alpha Centauri
Type Creature
Time Future
Energy 0 Substance 2 Support 2
Trait · Rating Alien · Unique
Special Ability Side one creature which then cannot use its Special Abilities, if any, or give support.
ID 5 / 302
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Name Andromeda Sleepers
Type Flash
Innate Ability You may look at any one card in your opponent's hand for every creature you Side. No effects may be generated by creatures Sided in this manner.
ID 6 / 302
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Name Animus
Type Creature
Time Future
Energy 2 Substance 1 Support 0
Trait · Rating Alien · Unique
Innate Ability +1 Energy / +1 Substance to all your Zarbi in the same Zone.
Special Ability Trap one creature after it has attacked and keep it Sided. You may choose not to Stand Animus. If Animus remains Sided, creature remains trapped.
ID 7 / 302
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Name Atlantean Fish People
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait Alien
ID 8 / 302
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Name Autons
Type Creature
Time Present
Energy 2 Substance 1 Support 0
Trait Robot
ID 9 / 302
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Name Balarium Gas
Type Flash
Innate Ability All opponent's creatures in zone are sided. No Special Abilities may be used. Robots are immune to Balarium Gas.
ID 10 / 302
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Name Bannermen
Type Creature
Time Present
Energy 2 Substance 1 Support 0
Trait Alien
ID 11 / 302
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Name Barbara Wright
Type Creature
Time Present
Energy 0 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Substance if in Present Zone.
+1 Substance to Doctor I if in the same zone.
ID 12 / 302
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Name Barbed Wire
Type Flash
Innate Ability Hold one creature until end of turn. Creature may not Side, attack or defend.
ID 13 / 302
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Name Bazooka
Type Resource
Special Ability +1 Energy to any attacking or defending creature. If creature is destroyed so is Bazooka.
ID 14 / 302
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Name Ben Jackson
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Support if in defening zone.
+1 Substance to Doctor II if in the same zone.
ID 15 / 302
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Name Bendalypse Gas
Type Flash
Innate Ability Destroys all opponent's Humans in any one Zone.
ID 16 / 302
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Name Black Dalek
Type Creature
Time Timeless
Energy 3 Substance 2 Support 1
Trait Alien · Robot
Innate Ability +1 Energy to all your Daleks in the same zone.
ID 17 / 302
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Name Blindfold
Type Flash
Innate Ability You may play your next card face down. You need not reveal the card until you choose to use it, or opponent attempts to target it in some way.
ID 18 / 302
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Name Blinovitch Limitation Effect
Type Flash
Innate Ability Destroys any one Unique card in play, however you must take one hit. The hit may not be prevented in any way.
ID 19 / 302
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Name Bok
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait Alien
ID 20 / 302
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Name Brain Transformer
Type Flash
Innate Ability +1 Support to any creature until end of turn.
ID 21 / 302
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Name C.I.A.
Type Flash
Innate Ability Move one Time Lord in play to any Zone.
ID 22 / 302
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Name Castrovalva
Type Episode
Solve 5
Innate Ability Cards may not be moved into or out of this Zone by the solver. Zone is effectively out of action until the Episode is solved. The solver may defend with creatures in this Zone, but may not attack.
ID 23 / 302
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Name Chameleon Circuit
Type Resource
Special Ability Prevents any source of damage to a Tardis until end of turn.
ID 24 / 302
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Name Chumblies
Type Creature
Time Future
Energy 1 Substance 1 Support 1
Trait Robot
Special Ability +1 Support to any Alien.
ID 25 / 302
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Name Cloister Bell
Type Flash
Innate Ability Stand one of your Sided creatures if opponent launches an attack.
ID 26 / 302
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Name Crusades
Type Flash
Innate Ability +1 Energy to creatures of any one race until end of turn.
ID 27 / 302
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Name Cryogenics
Type Flash
Innate Ability Preserve any number of your creatures in any one Zone until end of turn. Consider them out of play. While preserved they cannot be targeted by any card.
ID 28 / 302
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Name Cyber Bomb
Type Flash
Trait Bomb
Innate Ability Destroys any one card in play. Episodes are immune.
ID 29 / 302
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Name Cybercontroller
Type Creature
Time Timeless
Energy 2 Substance 3 Support 3
Trait · Rating Robot · Unique
Innate Ability +2 Energy / +1 Substance to all your Cybermen in play.
ID 30 / 302
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Name Cyberleader
Type Creature
Time Timeless
Energy 2 Substance 2 Support 2
Trait Robot
Innate Ability +1 Energy / +1 Substance to all your Cybermen in same Zone.
ID 31 / 302
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Name Cybermat
Type Creature
Time Timeless
Energy 1 Substance 1 Support 0
Trait Robot
Innate Ability +1 Energy for every other Cybermat in the same zone.
Special Ability +1 Support to any Cyberman in the same zone.
ID 32 / 302
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Name Cybermen
Type Creature
Time Timeless
Energy 2 Substance 2 Support 1
Trait Robot
ID 33 / 302
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Name Daemons
Type Creature
Time Past
Energy 3 Substance 3 Support 2
Trait Alien
Special Ability -1 Energy or -1 Substance to any one creature.
ID 34 / 302
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Name Dalekenium Bomb
Type Flash
Trait Bomb
Innate Ability Destroys one Resource.
ID 35 / 302
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Name Daleks
Type Creature
Time Timeless
Energy 2 Substance 2 Support 1
Trait Alien · Robot
ID 36 / 302
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Name Davros
Type Creature
Time Timeless
Energy 1 Substance 3 Support 3
Trait · Rating Alien · Unique
Innate Ability +1 Energy / +1 Substance to all your Daleks in play.
ID 37 / 302
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Name Death Ray
Type Resource
Special Ability +2 Energy / -1 Substance to any attacking or defending creature until end of turn. If the creature leaves play, so does Death Ray.
ID 38 / 302
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Name Demat Gun
Type Resource
ID 39 / 302
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Name DN6
Type Resource
Special Ability All creatures with Energy of 3 or greater are destroyed. Discard after use.
ID 40 / 302
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Name Doctor Who (I)
Type Creature
Time Timeless
Energy 2 Substance 1 Support 3
Trait · Rating Time Lord · Unique, Doctor I
Innate Ability +1 Energy to all your Humans in the same Zone.
ID 41 / 302
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Name Doctor Who (II)
Type Creature
Time Timeless
Energy 1 Substance 2 Support 3
Trait · Rating Time Lord · Unique, Doctor II
Innate Ability +1 Support to all your Past creatures in the same Zone.
ID 42 / 302
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Name Doctor Who (III)
Type Creature
Time Timeless
Energy 1 Substance 2 Support 3
Trait · Rating Time Lord · Unique, Doctor III
Innate Ability +1 Substance to all your Humans in the same Zone.
ID 43 / 302
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Name Doctor Who (IV)
Type Creature
Time Timeless
Energy 1 Substance 2 Support 3
Trait · Rating Time Lord · Unique, Doctor IV
Innate Ability +1 Support to all of your creatures in the same zone.
ID 44 / 302
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Name Doctor Who (V)
Type Creature
Time Timeless
Energy 1 Substance 2 Support 3
Trait · Rating Time Lord · Unique, Doctor V
Innate Ability +1 Support to all your Present creatures in the same Zone.
ID 45 / 302
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Name Doctor Who (VI)
Type Creature
Time Timeless
Energy 2 Substance 1 Support 3
Trait · Rating Time Lord · Unique, Doctor VI
Innate Ability +1 Energy to all your creatures in the same Zone.
ID 46 / 302
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Name Doctor Who (VII)
Type Creature
Time Timeless
Energy 1 Substance 2 Support 3
Trait · Rating Time Lord · Unique, Doctor VII
Innate Ability If Doctor VII is in the Future Zone, give +1 support to all your creatures in the Zone.
ID 47 / 302
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Name Dodo Chaplet
Type Creature
Time Present
Energy 1 Substance 1 Support 0
Trait · Rating Human · Assistant · Unique
Innate Ability Immune to disease.
ID 48 / 302
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Name Doomsday Machine
Type Resource
Special Ability Destroy all cards in all zones.
ID 49 / 302
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Name Double Time
Type Flash
Innate Ability Clones any other Flash card as long as no cards have been played since the Flash card which is to be cloned. A different target may be chosen for the cloned effect.
ID 50 / 302
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Name Draconian
Type Creature
Time Future
Energy 2 Substance 1 Support 2
Trait Alien
ID 51 / 302
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Name Drahvin
Type Creature
Time Future
Energy 2 Substance 1 Support 0
Trait Alien
ID 52 / 302
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Name Dulciens
Type Creature
Time Future
Energy 0 Substance 1 Support 1
Trait Alien
Innate Ability Dulciens will only Support in defence.
Special Ability Deducts 1 Energy from any creature in the same Zone.
ID 53 / 302
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Name Duranium Shield
Type Flash
Innate Ability Protects any one creature from all damage and effects (except gas attacks) until end of turn.
ID 54 / 302
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Name Earthshock
Type Episode
Solve 6
Innate Ability All Solver's Past creatures in this Zone are destroyed. Past creatures may not be played in this Zone.
ID 55 / 302
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Name Elixir of Life
Type Flash
Innate Ability Prevent the destruction of one creature (Robots are not affected).
ID 56 / 302
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Name Emperor Dalek
Type Creature
Time Timeless
Energy 3 Substance 3 Support 3
Trait Alien · Robot
Innate Ability Once played Emperor Dalek may not move to another Zone.
Special Ability +2 Energy / +2 Support to all your Daleks in the same Zone.
ID 57 / 302
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Name Exterminate
Type Flash
Innate Ability Instantly destroys any one creature (except Daleks and Davros).
ID 58 / 302
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Name Extortion
Type Flash
Innate Ability Choose one of your opponent's Resources in any zone which thye must then discard. IF they do no discard they must take a hit.
ID 59 / 302
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Name Exxilons
Type Creature
Time Future
Energy 3 Substance 2 Support 0
Trait Alien
ID 60 / 302
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Name Fast Return Switch
Type Flash
Innate Ability Take another turn. No more than two turns may be taken in succession.
ID 61 / 302
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Name Faster Than Light Propulsion
Type Flash
Innate Ability Move a creature from one Zone to another.
ID 62 / 302
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Name Fendahleen
Type Creature
Time Present
Energy 2 Substance 1 Support 1
Trait Alien
Innate Ability Freeze any one creature, preventing it from attacking, defending, moving or siding this turn.
ID 63 / 302
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Name Fenric's Flask
Type Resource
Special Ability Inflicts 8 Energy / 6 Substance damage on all creatures in the same Zone. Discard after use.
ID 64 / 302
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Name Flashback
Type Flash
Innate Ability Return the last card you played to your hand (not including this card).
ID 65 / 302
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Name Force Field
Type Resource
Special Ability -1 Energy / +2 Substance to any attacking or defending creature until end of turn. If the creature is destroyed, so is Force Field.
ID 66 / 302
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Name Fusion Booster
Type Flash
Trait Weapon
Innate Ability Counter the playing of any one creature card. Countered creature must now be discarded.
ID 67 / 302
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Name Genesis of the Daleks
Type Episode
Solve 9
Innate Ability All Solver's creatures (except Daleks and Davros) in this zone must be sided. The creatures then cannot use their Special Abilities, if any, or give support. They may not Stand until the episode is solved.
ID 68 / 302
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Name Genocide
Type Flash
Innate Ability Destroy one race in one zone.
ID 69 / 302
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Name Ghostlight
Type Episode
Solve 7
Innate Ability All Solver's Humans in this Zone are sided. They remain sided and take no further part in the game until the Episode is solved.
ID 70 / 302
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Name Giant Robot
Type Creature
Time Present
Energy 3 Substance 3 Support 2
Trait Robot
Innate Ability Must attack each turn. Failing to do so makes Siding compulsory.
ID 71 / 302
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Name Glitter Gun
Type Flash
Trait Weapon
Innate Ability Destroy all opponent's Robots in one zone, Side a creature to use.
ID 72 / 302
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Name Gold Dalek
Type Creature
Time Timeless
Energy 3 Substance 2 Support 2
Trait · Rating Alien · Robot · Unique
Innate Ability +1 Energy / +1 Substance to all your Daleks in same Zone.
ID 73 / 302
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Name Goth
Type Creature
Time Timeless
Energy 2 Substance 1 Support 1
Trait · Rating Time Lord · Unique
Special Ability Sacrifice one of your Time Lords to destroy one of your opponent's Time Lords. Goth may sacrifice himself.
ID 74 / 302
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Name Greek Hoplites
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait Human
Innate Ability +1 Energy / +1 Substance for every Greek Hoplite in play on your side.
ID 75 / 302
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Name Green Death
Type Creature
Time Present
Energy 1 Substance 1 Support 0
Trait Alien
Innate Ability Any creature whichis the main combatant against Green Death is destroyed at end of turn.
ID 76 / 302
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Name Group Capt. Gilmore
Type Creature
Time Present
Energy 1 Substance 1 Support 2
Trait · Rating Human · Unique
Innate Ability +1 Energy / +1 Substance against Daleks if they are his main combatant.
ID 77 / 302
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Name Gustave Lytton
Type Creature
Time Present
Energy 1 Substance 1 Support 0
Trait · Rating Alien · Unique
Special Ability Sacrifice any card in Zone to give +1 Energy / +1 Substance, or +2 Support to any creature in the same Zone.
ID 78 / 302
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Name H.A.D.S.
Type Flash
Innate Ability Prevent any damage or effect against a Tardis until end of turn.
ID 79 / 302
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Name Hal's Arrow
Type Flash
Trait Weapon
Innate Ability Side one of your creatures to destroy one creature which is in the same Zone.
ID 80 / 302
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Name Harry Sullivan
Type Creature
Time Present
Energy 1 Substance 1 Support 0
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Substance to Doctor IV if in the same Zone.
Special Ability Prevents one damage to any creature in the same Zone.
ID 81 / 302
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Name Hexachromite Gas
Type Flash
Trait Gas
Innate Ability Destroys all opponent's Aliens in one Zone.
ID 82 / 302
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Name High Council Meeting
Type Flash
Innate Ability All Time Lords in play are immediately returned to their owner's hand.
ID 83 / 302
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Name Highlanders
Type Creature
Time Past
Energy 1 Substance 1 Support 0
Trait Human
Special Ability Stand target creature.
ID 84 / 302
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Name Hydromel
Type Resource
Special Ability Cures Lazar's Disease. Discard both Lazar's Disease and Hydromel after use.
ID 85 / 302
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Name Ian Chesterton
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Energy / +1 Substance if in Future Zone.
ID 86 / 302
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Name Ice Warrior
Type Creature
Time Future
Energy 1 Substance 3 Support 1
Trait Alien
ID 87 / 302
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Name Ichtar
Type Creature
Time Past
Energy 2 Substance 2 Support 2
Trait · Rating Alien · Unique
Special Ability +1 Energy / +1 Substance to all your Silurians and Sea Devils in the same Zone.
ID 88 / 302
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Name Irongron
Type Creature
Time Past
Energy 1 Substance 1 Support 2
Trait · Rating Human · Unique
Special Ability -1 Energy or Substance from any creature in the same zone.
ID 89 / 302
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Name Jamie McCrimmon
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Energy if in Past Zone.
Special Ability +2 Energy to Doctor II and Doctor VI if in the same Zone.
ID 90 / 302
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Name Jo Grant
Type Creature
Time Present
Energy 2 Substance 2 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Energy to Doctor III if in the same Zone.
Special Ability Prevents the use of any one Resource this turn.
ID 91 / 302
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Name K-9
Type Creature
Time Timeless
Energy 2 Substance 2 Support 1
Trait · Rating Robot · Assistant · Unique
Innate Ability Sacrifice K-9 to retrieve any one Doctor or Assistant from your discard pile.
ID 92 / 302
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Name Kamelion
Type Creature
Time Past
Energy 1 Substance 3 Support 2
Trait · Rating Robot · Unique
ID 93 / 302
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Name Kartz and Reimer Time Capsule
Type Resource
Special Ability Trap any one creature in time. Creature cannot move, attack, defend or side. Creature may be the target of Resources in future turns. You may choose not to Stand capsule each turn, keeping target card trapped.
ID 94 / 302
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Name Kastrians
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait Alien
Special Ability May regenerate once per turn.
ID 95 / 302
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Name Katarina
Type Creature
Time Past
Energy 0 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability Sacrifice to regenerate any Doctor.
+1 Subtance to Doctor I if in the same Zone.
ID 96 / 302
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Name Kontron Crystals
Type Resource
Special Ability Trade Kontron Crystals for one card from your discard pile. Kontron Crystals go to discard pile, card goes to hand.
ID 97 / 302
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Name Kronos
Type Creature
Time Past
Energy 4 Substance 2 Support 0
Trait · Rating Alien · Unique
Special Ability -2 Energy / -2 Substance to any creature that has moved from one Zone to another during this turn.
ID 98 / 302
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Name Krotons
Type Creature
Time Future
Energy 2 Substance 1 Support 0
Trait Robot
Innate Ability Sacrifice any other creature to prevent the destruction of Krotons.
ID 99 / 302
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Name Kublai Khan
Type Creature
Time Past
Energy 2 Substance 2 Support 1
Trait · Rating Human · Unique
Innate Ability +1 Energy / +1 Substance to all your Mongols in the same Zone.
ID 100 / 302
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Name Lazar's Disease
Type Resource
Special Ability All creatures in the same Zone have their highest Energy or Substance reduced to zero (choose if equal). Return to normal if Lazar's Disease is removed, once Sided, Lazar's Disease must remain Sided.
ID 101 / 302
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Name Leela
Type Creature
Time Past
Energy 2 Substance 2 Support 1
Trait · Rating Alien · Assistant · Unique
Innate Ability +1 Substance if main combatant.
+1 Energy to Doctor IV if in the same zone.
ID 102 / 302
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Name Linx
Type Creature
Time Past
Energy 4 Substance 2 Support 1
Trait · Rating Alien · Unique
ID 103 / 302
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Name Living Power Battery
Type Flash
Innate Ability -1 Energy from all Humans.
ID 104 / 302
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Name Liz Shaw
Type Creature
Time Present
Energy 0 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Special Ability +1 Support to any Doctor.
+2 Support to Doctor III.
ID 105 / 302
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Name Marine Space Corps
Type Creature
Time Future
Energy 3 Substance 2 Support 1
Trait Human
ID 106 / 302
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Name Mechanoids
Type Creature
Time Future
Energy 2 Substance 2 Support 1
Trait Robot
Innate Ability +1 Energy / +1 Substance if Daleks are their main combatant.
ID 107 / 302
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Name Melanie Bush
Type Creature
Time Present
Energy 0 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Support to Doctor VI or Doctor VII if in this Zone.
Special Ability Your opponent must discard one card of their choice from their hand and you must also discard one card of your choice from your hand.
ID 108 / 302
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Name Menoptera
Type Creature
Time Future
Energy 1 Substance 1 Support 1
Trait Alien
ID 109 / 302
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Name Metamorphic Symbiosis Regenerator
Type Flash
Innate Ability Prevents the destruction of a Time Lord.
ID 110 / 302
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Name Meteorites
Type Flash
Innate Ability Choose a zone. Inflict 3 Energy / 3 Substance damage on all your opponent's creatures. Which have more than 1 Energy / 1 Substance.
ID 111 / 302
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Name Mind Battle
Type Flash
Innate Ability Add Support value of attacking creature to its Energy or Substance until end of turn.
ID 112 / 302
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Name Mind Drain
Type Flash
Innate Ability You may look at the top card of any player's deck and discard the card if you wish.
ID 113 / 302
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Name Mongol
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait Human
Innate Ability Three or more Mongols may combine forces to attack as a horde. I.E. as a 3 Energy / 3 Substance creature or better.
ID 114 / 302
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Name Monoids
Type Creature
Time Future
Energy 1 Substance 1 Support 1
Trait Alien
Innate Ability +1 Energy if their main combatant is Human.
ID 115 / 302
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Name Morgaine
Type Creature
Time Present
Energy 3 Substance 1 Support 2
Trait · Rating Alien · Unique
Special Ability +1 Substance to any creature. The creature may not Stand in the following turn.
ID 116 / 302
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Name Movellan Logic
Type Flash
Innate Ability Destroys both main combatants.
ID 117 / 302
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Name Neanderthals
Type Creature
Time Past
Energy 1 Substance 1 Support 0
Trait Human
ID 118 / 302
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Name Nestene
Type Creature
Time Present
Energy 2 Substance 1 Support 0
Trait · Rating Alien · Unique
Innate Ability +1 Energy / +1 Substance to all your Autons in the same Zone.
ID 119 / 302
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Name Neurotrope X
Type Flash
Innate Ability Destroy all creatures (except Robots) in any one zone.
ID 120 / 302
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Name Nimon
Type Creature
Time Future
Energy 1 Substance 1 Support 1
Trait Alien
Innate Ability If Nimon wins a battle as the main combatant, you may destroy one of your opponent's Resources. The Resource must be in the same Zone as the battle. The destroyed Resource is placed on opponent's discard pile.
ID 121 / 302
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Name Nyssa
Type Creature
Time Future
Energy 1 Substance 1 Support 0
Trait · Rating Alien · Assistant · Unique
Innate Ability +1 Support to Doctor IV if in same zone.
Special Ability All creatures in same zone are immune to disease until end of turn.
ID 122 / 302
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Name Ogron
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait Alien
Innate Ability May only support Daleks and +1 Energy to any one of your Daleks in the same Zone.
ID 123 / 302
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Name P.C.M. Gas
Type Flash
Trait Gas
Innate Ability Prevents one creature from supporting this turn.
ID 124 / 302
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Name Particle Suppressor
Type Flash
Innate Ability Interrupt the playing of opponent's Flash card then play it as you wish.
ID 125 / 302
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Name Peking Homunculus
Type Creature
Time Past
Energy 2 Substance 3 Support 1
Trait · Rating Robot · Unique
ID 126 / 302
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Name Perpugillian Brown
Type Creature
Time Present
Energy 1 Substance 1 Support 0
Trait · Rating Human · Assistant · Unique
Innate Ability You may sacrifice a Doctor to save Perpugillian Brown.
'+1 Substance to Doctor VI if in the same Zone.
ID 127 / 302
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Name Planet of Evil
Type Episode
Solve 6
Innate Ability Each turn opponent may move one creature of their choice back in time to a neighbouring Zone, providing this does not exceed the card limit for that Zone. Episode may not be played in Past Zone.
ID 128 / 302
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Name Policemen
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait Human
Special Ability Draw an extra card.
ID 129 / 302
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Name Polly Lopez
Type Creature
Time Present
Energy 0 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Energy / +1 Substance if a Cyberman is her main combatant.
ID 130 / 302
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Name Prapilus
Type Creature
Time Future
Energy 1 Substance 1 Support 1
Trait · Rating Alien · Unique
Innate Ability +1 Energy / +1 Substance to all your Menoptera in the same Zone.
ID 131 / 302
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Name Primitives
Type Creature
Time Future
Energy 0 Substance 2 Support 2
Trait Alien
Special Ability Your opponent must state the exact card they are going to play next. They must then either play that card as their next card or not play any cards for the rest of this turn.
ID 132 / 302
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Name Prof. Clifford Jones
Type Creature
Time Present
Energy 0 Substance 1 Support 1
Trait · Rating Human · Unique
Innate Ability +1 Energy / +1 Substance if Aliens are his main combatants.
ID 133 / 302
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Name Q Capsule
Type Flash
Innate Ability Stand any Sided creature.
ID 134 / 302
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Name Random Laser Beam Emitter
Type Flash
Innate Ability Inflict one hit on opponent. Target player may sacrifice any two creatures in play to nullify this card.
ID 135 / 302
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Name Ransom Demand
Type Flash
Innate Ability Opponent loses one creature of your choice. Opponent may discard a card from their hand to prevent the loss.
ID 136 / 302
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Name Raston Attack
Type Flash
Innate Ability Destroys all opponent's Cybermen in any one Zone.
ID 137 / 302
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Name Raston Warrior Robot
Type Creature
Time Future
Energy 4 Substance 2 Support 0
Trait · Rating Robot · Unique
Innate Ability May Stand again after combat if main combatant.
ID 138 / 302
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Name Robomen
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait Human
Innate Ability +1 Substance to this creature if you have any Daleks in this Zone. May only support Daleks.
ID 139 / 302
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Name Robophobia
Type Flash
Innate Ability This turn any Robot may only be blocked by Robots.
ID 140 / 302
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Name Robot
Type Episode
Solve 6
Innate Ability Solver chooses a Robot in opponent's Zone which then doubles its Energy / Substance / Support. IF the chosen Robot leaves play, choose another Robot to double its Energy / Substance / Support. If Episode leaves play, Robot returns to normal.
ID 141 / 302
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Name Romana
Type Creature
Time Timeless
Energy 1 Substance 2 Support 2
Trait · Rating Time Lord · Unique
Special Ability +1 Support to any Doctor
ID 142 / 302
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Name Romans
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait Human
Innate Ability +1 Support to each Roman, for every other Roman in play on your side, in any one Zone.
ID 143 / 302
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Name Rutans
Type Creature
Time Past
Energy 2 Substance 1 Support X
Trait Alien
Innate Ability May copy the Support value of any creature in the same Zone.
ID 144 / 302
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Name Sacred Flame
Type Resource
Special Ability +1 Substance / +1 Support to target creature until end of turn.
ID 145 / 302
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Name Sanctum
Type Flash
Innate Ability Prevents damage to any one creature or player.
ID 146 / 302
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Name Sarah Jane Smith
Type Creature
Time Present
Energy 1 Substance 1 Support 1
Trait · Rating Human · Assistant · Unique
Innate Ability +1 Substance to Doctor III if in the same Zone.
Special Ability You may view one randomly chosen card in opponent's hand.
ID 147 / 302
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Name Sea Base Four
Type Resource
Special Ability Stand one of your cards if opponent launches an attack.
ID 148 / 302
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Name Sea Devils
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait Alien
Special Ability This card is out of play for the following three turns. It can then move to a neighbouring Zone where it may stand. If unable to move or stand, it remains out of play until such time that it can stand.
ID 149 / 302
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Name Seers
Type Creature
Time Future
Energy 2 Substance 2 Support 1
Trait Alien
Innate Ability A maximum of two Seers may be in play at any one time.
ID 150 / 302
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Name Sergeant Benton
Type Creature
Time Present
Energy 1 Substance 2 Support 1
Trait · Rating Human · UNIT Personnel · Unique
Innate Ability +1 Energy / +1 Substance to all your other U.N.I.T. Personnel in the same Zone.
ID 151 / 302
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Name Shrivenzales
Type Creature
Time Future
Energy 2 Substance 1 Support 1
Trait Alien
ID 152 / 302
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Name SIDRAT
Type Resource
Special Ability You may move this Sidrat and one of your standing creatures, in the same Zone, to a neighbouring Zone. You must also Side the creature which then cannot use its Special Abilities, if any, or give Support.
ID 153 / 302
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Name Siligtone Dome
Type Resource
Special Ability Choose any one Resource and prevent it from being destroyed, until this Siligtone Dome is Standing or destroyed.
ID 154 / 302
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Name Silurians
Type Creature
Time Past
Energy 1 Substance 1 Support 1
Trait Alien
Innate Ability +1 Substance if in Past Zone.
ID 155 / 302
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Name Skarasen
Type Creature
Time Past
Energy 4 Substance 2 Support 0
Trait Alien
ID 156 / 302
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Name Sonic Cone
Type Flash
Innate Ability Destroys any one Tardis and its occupants.
ID 157 / 302
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Name Sonic Screwdriver
Type Resource
Special Ability
  • Side one of your Time Lords to Stand any one Resource.
  • Cancel the effect of a Special Ability on a Resource card.
  • ID 158 / 302
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    Name Sonic Toolkit
    Type Flash
    Innate Ability Prevent one Spaceship from destruction.
    ID 159 / 302
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    Name Sontarans
    Type Creature
    Time Future
    Energy 4 Substance 2 Support 1
    Trait Alien
    ID 160 / 302
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    Name Space Freighter
    Type Resource
    Trait Spaceship
    Special Ability +1 Support to one creature in the same Zone. If Space Freighter leaves play, so does the creature.
    ID 161 / 302
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    Name Space Pod
    Type Resource
    Trait Spaceship
    Special Ability +1 Energy to any of your Aliens in this zone. If Space Pod is destroyed while in use, all affected Aliens are destroyed.
    ID 162 / 302
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    Name Space Special Security
    Type Flash
    Innate Ability Counters any action which forces you to discard or reveal any card or cards in your hand.
    ID 163 / 302
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    Name Space Station
    Type Resource
    Special Ability +1 Energy to any Humans of your choice in the same Zone, on your side. If Space Station is destroyed whilst being used, so are all the chosen Humans.
    ID 164 / 302
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    Name Spar 7.40
    Type Resource
    Trait Spaceship
    Special Ability +1 Energy to any creatures of your choice in the same Zone. If Spar 7.40 is destroyed whilst using its Special Ability, chosen creature are also destroyed.
    ID 165 / 302
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    Name Spectrox
    Type Resource
    Special Ability A Creature which would normally be destroyed is kept alive for one more full turn. Discard Spectrox and the creature at the end of that turn.
    ID 166 / 302
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    Name Star Base
    Type Flash
    Innate Ability +1 Support to any creature until end of turn.
    ID 167 / 302
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    Name Steven Taylor
    Type Creature
    Time Future
    Energy 2 Substance 1 Support 1
    Trait · Rating Human · Assistant · Unique
    Innate Ability +1 Substance if in Future Zone.
    ID 168 / 302
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    Name Susan
    Type Creature
    Time Present
    Energy 0 Substance 1 Support 0
    Trait · Rating Human · Assistant · Unique
    Innate Ability +1 Energy if in the same Zone as Doctor I.
    Special Ability +1 Energy to Doctor I if in the same Zone.
    ID 169 / 302
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    Name T-Mat
    Type Resource
    Special Ability Play two cards into this Zone now, even if they exceed the six card limit. But, if this T-Mat is discarded the six card limit must be adhered to by discarded. Once Sided this T-Mat cannot stand.
    ID 170 / 302
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    Name T.C.E.
    Type Flash
    Trait Weapon
    Innate Ability Destroys any one main combatant immediately after combat has been concluded. You must side one of your creatures to use this T.C.E.
    ID 171 / 302
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    Name Tachyon Recreation Generator
    Type Resource
    Innate Ability Must Side each turn.
    Special Ability Clones any target Unique card in play. This causes a Paradox and destroys the Unique card. If no other unique card is available, then it must clone and destroy itself.
    ID 172 / 302
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    Name TARDIS
    Type Resource
    Special Ability Move this Tardis and either one of your creatures or Resources, from this Zone to another Zone.
    Side the moved card.
    Also, any of your Time Lords in this Zone may move with the Tardis and are not Sided.
    ID 173 / 302
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    Name Tartarus
    Type Flash
    Innate Ability Destroys target Spaceship.
    ID 174 / 302
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    Name Tegan Jovanka
    Type Creature
    Time Future
    Energy 0 Substance 1 Support 0
    Trait · Rating Human · Assistant · Unique
    Innate Ability +1 Substance to Doctor V if in the same Zone.
    Special Ability -1 Energy to any one creature until the end of turn.
    ID 175 / 302
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    Name Teleportation
    Type Flash
    Innate Ability Moves one card (except Episodes) from one Zone to another.
    ID 176 / 302
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    Name Temporal Grace
    Type Flash
    Innate Ability Prevents one hit against you.
    ID 177 / 302
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    Name Terileptils
    Type Creature
    Time Past
    Energy 2 Substance 1 Support 1
    Trait Alien
    ID 178 / 302
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    Name Tetraps
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 1
    Trait Alien
    Innate Ability If any Flash card affects Tetraps, then Tetraps deal one hit to the Player of the Flash card.
    ID 179 / 302
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    Name Tharils
    Type Creature
    Time Timeless
    Energy 2 Substance 2 Support 1
    Trait Alien
    Special Ability Move from one Zone to a neighbouring Zone.
    ID 180 / 302
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    Name The Alliance
    Type Flash
    Innate Ability Choose two races. These two races are considered to be out of play until the end of this turn.
    ID 181 / 302
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    Name The Ambassadors
    Type Creature
    Time Present
    Energy 1 Substance 1 Support 0
    Trait Alien
    Innate Ability +1 Energy if main combatant against Humans or Aliens.
    ID 182 / 302
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    Name The Ancient Law of Gallifrey
    Type Flash
    Innate Ability Causes one of the following actions; return last card played to hand, stand a Sided creature or return a Tardis or Sidrat to its departure Zone.
    ID 183 / 302
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    Name The Ark in Space
    Type Episode
    Solve 7
    Innate Ability If Solver has more than one creature of the same race in this zone, place two of them under this card. They are out of play. No more than two creatures may be placed under this card per turn, when this episode is discarded, creatures return to solver's hand.
    ID 184 / 302
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    Name The Aztecs
    Type Episode
    Solve 5
    Innate Ability No tiime travel is allowed into or out of Solver's side of this zone.
    ID 185 / 302
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    Name The Black Guardian
    Type Creature
    Time Timeless
    Energy 6 Substance 1 Support 2
    Trait · Rating Alien · Unique
    ID 186 / 302
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    Name The Black Orchid
    Type Episode
    Solve 5
    Innate Ability Your opponent may replace their attacking creature with another one of their creatures from the same zone.
    ID 187 / 302
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    Name The Black Scorpion
    Type Creature
    Time Past
    Energy 1 Substance 3 Support 1
    Trait Human
    Special Ability Side target creature, no effect may be generated by the act of siding. Opponent may prevent this action by discarding a card from their hand.
    ID 188 / 302
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    Name The Brigadier
    Type Creature
    Time Present
    Energy 2 Substance 2 Support 1
    Trait · Rating Human · UNIT Personnel · Unique
    Innate Ability +1 Substance to all your creatures in this zone if The Brigadier is in the Present Zone.
    ID 189 / 302
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    Name The Brothers of Demos
    Type Creature
    Time Past
    Energy 1 Substance 1 Support 1
    Trait Human
    Innate Ability +1 Support for each additional Brother of Demons in play.
    ID 190 / 302
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    Name The Clanton Gang
    Type Creature
    Time Past
    Energy 2 Substance 1 Support 0
    Trait Human
    Innate Ability If The Earp Clan are in play on opponent'sside, remove this card from play and draw three cards from your draw deck.
    ID 191 / 302
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    Name The Claws of Axos
    Type Episode
    Solve 6
    Innate Ability Solver loses one creature of Solver's choice each turn. Lost creatures are placed on Solver's discard pile. (Robots are immune to this effects of this card.)
    ID 192 / 302
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    Name The Curse of Fenric
    Type Episode
    Solve 6
    Innate Ability All Solver's creatures in this Zone become vampiric. They must receive one support each turn from any creature, otherwise they are destroyed.
    ID 193 / 302
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    Name The Destroyer
    Type Creature
    Time Present
    Energy 3 Substance 3 Support 0
    Trait · Rating Alien · Unique
    Special Ability Use the Special Ability of a target creature. Side that creature to use its effect. The Destroyer need not Stand at the start of the next turn. If Destroyer doesn't stand, neither can the target creature.
    ID 194 / 302
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    Name The Earp Clan
    Type Creature
    Time Past
    Energy 1 Substance 1 Support 0
    Trait · Rating Human · Unique
    Innate Ability Win any drawn battle in which The Earp Clan are the main combatant.
    ID 195 / 302
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    Name The Emperor of Draconia
    Type Creature
    Time Future
    Energy 2 Substance 1 Support 3
    Trait · Rating Alien · Unique
    Innate Ability +1 Energy / +1 Substance to all of your Draconians in play.
    ID 196 / 302
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    Name The Eye of Harmony
    Type Resource
    Innate Ability You must Side The Rod of Rasilon to use.
    Special Ability All cards in the same Zone and all Time Lords and Tardises in play are destroyed. Discard after use along with The Rod of Rasilon.
    ID 197 / 302
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    Name The Eye of Orion
    Type Flash
    Innate Ability No damage may be inflcited on creatures or players this turn.
    ID 198 / 302
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    Name The Faceless One
    Type Episode
    Solve 6
    Innate Ability Each turn, one of Solver's creatures (solver's choice) is kidnapped, place kidnapped creatures under this card. If Episode is solved, return kidnapped creatures to solver's hand.
    ID 199 / 302
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    Name The Game of Rasillon
    Type Flash
    Innate Ability Take two creatures from any Zone, one from each side, and force them to duel. No Support may be given, however flash cards may be used. The winner, if any, returns to owner's hand. The loser is discarded.
    ID 200 / 302
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    Name The Great Fire of London
    Type Flash
    Innate Ability Destroys all Resources in one Zone.
    ID 201 / 302
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    Name The Great Intelligence
    Type Creature
    Time Present
    Energy 0 Substance 1 Support 2
    Trait · Rating Alien · Unique
    Innate Ability +1 Energy / +1 Substance to all your Yeti in the same Zone.
    ID 202 / 302
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    Name The Happiness Patrol
    Type Flash
    Innate Ability Destroys a creature that has taken damage this turn.
    ID 203 / 302
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    Name The Harp of Rassilon
    Type Flash
    Innate Ability May reverse the results of any Game of Rasillon.
    ID 204 / 302
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    Name The Keeper of Traken
    Type Flash
    Innate Ability Play one extra card.
    ID 205 / 302
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    Name The Kinda Jhana's Box
    Type Resource
    Special Ability +1 Support to any creature using a weapon.
    ID 206 / 302
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    Name The Malus
    Type Flash
    Innate Ability All of the Creatures in one Zone are destroyed.
    ID 207 / 302
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    Name The Massacre
    Type Episode
    Solve 6
    Innate Ability Solver must allow opponent to destroy one race in this zone. No further cards of that race may be played in the zone by the Solver.
    ID 208 / 302
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    Name The Master
    Type Creature
    Time Timeless
    Energy 2 Substance 2 Support 1
    Trait · Rating Time Lord · Unique
    Special Ability -1 Support from all your opponent's creatures in the same zone.
    ID 209 / 302
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    Name The Master's Presence
    Type Flash
    Innate Ability Move one card in play to any Zone.
    ID 210 / 302
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    Name The Master's Spaceship
    Type Resource
    Trait · Rating Spaceship · Unique
    Special Ability Enables one creature to avoid diseases or attacks of any king. Spaceship may remain Sided. If Spaceship is destroyed so it the creature.
    ID 211 / 302
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    Name The Meddling Monk
    Type Creature
    Time Timeless
    Energy 1 Substance 2 Support 1
    Trait · Rating Time Lord · Unique
    Special Ability You may replace one of your creatures currently in combat with another of your creatures in this Zone, before damage is dealt.
    ID 212 / 302
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    Name The Mind of Evil
    Type Episode
    Solve 7
    Innate Ability All Solver's creatures in this Zone are -1 Support.
    ID 213 / 302
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    Name The Moonbase
    Type Episode
    Solve 7
    Innate Ability All Solver's Humans are -1 Energy / -1 Substance and all Solver's Robots are -1 Support.
    ID 214 / 302
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    Name The Myth Makers
    Type Episode
    Solve 6
    Innate Ability When your opponent attacks in this zone. Their main combatant gains 2 Energy.
    ID 215 / 302
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    Name The Oracle
    Type Resource
    Special Ability Choose a target creature. You may alter its Energy, Substance and Support until end of turn. Number must remain the same (E.G. 3 E / 2 Sub / 0 Sup may become 0 E / 3 Sub / 2 Sup.) This Resource may not be used during an attack phase.
    ID 216 / 302
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    Name The Rani
    Type Creature
    Time Timeless
    Energy 2 Substance 1 Support 1
    Trait · Rating Time Lord · Unique
    Special Ability Join two creatures together so that they attack or defend as one. One of the pair is destroyed at end of turn, regardless of the combat result. E.G. Two 1 Energy / 1 Substance / 1 Support creatures become one 2 Energy / 2 Substance / 2 Support creature.
    ID 217 / 302
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    Name The Records of Rasillon
    Type Resource
    Special Ability +1 Substance to target creature until end of turn.
    ID 218 / 302
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    Name The Revenge of the Cybermen
    Type Episode
    Solve 6
    Special Ability Each turn Solver loses one creature in play of Solver's choice (Robots are immune). Also, any creature attacking in this Zone (except Robots) is destroyed after inflicting damage and causing a card to be discarded.
    ID 219 / 302
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    Name The Ring of Rasillon
    Type Resource
    Innate Ability If Ring of Rasilon leaves play, opponent takes one hit.
    ID 220 / 302
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    Name The Rod of Rasillon
    Type Resource
    Special Ability Allows the Siding of The Eye of Harmony.
    ID 221 / 302
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    Name The Sash of Rasillon
    Type Resource
    Special Ability Equalize all creatures and Resources in the same Zone. E.G. opponent has 3 creatures, you have 2. Opponent has 1 Resource you have 2, Opponent loses 1 creature, you lose 1 Resource. Each player chooses their own losses. Discard after use.
    ID 222 / 302
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    Name The Silver Nemesis
    Type Episode
    Solve 6
    Innate Ability All Solver's creatures in this Zone are -1 Energy / -1 Substance.
    ID 223 / 302
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    Name The Sisterhood
    Type Creature
    Time Timeless
    Energy 1 Substance 1 Support 1
    Trait · Rating Alien · Unique
    Innate Ability Must be destroyed twice in one turn in order to be removed from play.
    ID 224 / 302
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    Name The Space Pirates
    Type Episode
    Solve 6
    Innate Ability Each turn Solver must allow opponent to choose a card at random from Solver's hand and place it on Solver's discard pile.
    ID 225 / 302
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    Name The Time Warrior
    Type Episode
    Solve 7
    Innate Ability Each turn solver must allow opponent to move one of solver's creatures from this zone to any other zone. Side moved creatures.
    ID 226 / 302
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    Name The Tomb of Rasillon
    Type Resource
    Special Ability After combat and in the same turn trap any one creature which attacked or supported against one of your Time Lords. This creature cannot move, attack, defend, or side. You may choose not to Stand The Tomb of Rasillon each turn, keeping the creature trapped.
    ID 227 / 302
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    Name The Web of Fear
    Type Episode
    Solve 6
    Innate Ability Each turn Solver must Side one of their creatures of their choice. No effects are generated by this action. All creatures Sided in this manner must remain Sided until the Episode is solved.
    ID 228 / 302
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    Name The White Guardian
    Type Creature
    Time Timeless
    Energy 1 Substance 6 Support 3
    Trait · Rating Alien · Unique
    ID 229 / 302
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    Name Thunderbolt Missile
    Type Flash
    Trait Bomb
    Innate Ability Destroy any one attacking creature after the attack phase.
    ID 230 / 302
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    Name Time Acceleration Beam
    Type Flash
    Trait Weapon
    Innate Ability Target one creature. The creature will be destroyed at the start of your next turn due to quick aging.
    ID 231 / 302
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    Name Time Barrier
    Type Flash
    Special Ability Choose two Zones. No Time Travel is allowed between these Zones until end of turn.
    ID 232 / 302
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    Name Time Controller
    Type Flash
    Special Ability Prevents the playing of any one card. Return that card to hand. The card or a duplicate of it may not be played again this turn.
    ID 233 / 302
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    Name Time Corridor
    Type Flash
    Innate Ability Move as many of your creatures as you wish from one Zone to another.
    ID 234 / 302
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    Name Time Dam
    Type Resource
    Rating Unique
    Special Ability Take an extra turn. Continue to take two turns to your opponent's one. Take one hit for every extra turn. Once Sided Time Dam does not Stand again in the normal Stand phase.
    ID 235 / 302
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    Name Time Eddy
    Type Flash
    Innate Ability Both players return to their hand their last card played (Not including this card).
    ID 236 / 302
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    Name Time Loop
    Type Flash
    Innate Ability Choose a zone. Nothing more may occur in zone this turn.
    ID 237 / 302
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    Name Time Ram
    Type Flash
    Innate Ability Sacrifice one of your Tardises or Sidrats to destroy one of your opponent's Tardises or Sidrats
    ID 238 / 302
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    Name Time Scoop
    Type Flash
    Innate Ability Move one of your opponent's creatures of your choice from one zone to another.
    ID 239 / 302
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    Name Time Stop
    Type Flash
    Innate Ability Prevents the playing of any one Flash card which must then be discarded.
    ID 240 / 302
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    Name Time Travel
    Type Flash
    Innate Ability A creature may be moved from one zone to another until end of turn. Creature then returns to its original zone.
    ID 241 / 302
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    Name Time Winds
    Type Flash
    Innate Ability Any card which has travelled through time this turn, is destroyed.
    ID 242 / 302
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    Name Time Worn
    Type Flash
    Innate Ability Opponent must choose one of their Resources and remove it from play. The Resource is then placed on their discard pile.
    ID 243 / 302
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    Name Timelash
    Type Episode
    Solve 6
    Innate Ability The Solver's opponent may exchange one of their creatures from the zone for one of their creatures from another zone. This action may only take place once in a turn.
    ID 244 / 302
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    Name Total Survival Kit
    Type Resource
    Special Ability Protects you from taking one hit if an attack is launched in the same zone as Total Survival Kit. Discard after use.
    ID 245 / 302
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    Name Tranquil Repose
    Type Resource
    Special Ability Sacrifce a creature to protect all other creatures in the same Zone from any form of attack until end of turn.
    ID 246 / 302
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    Name Transduction Barriers
    Type Resource
    Special Ability -1 Energy from any attack creature.
    ID 247 / 302
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    Name Trench
    Type Resource
    Special Ability +1 Energy / +1 Substance to one defending creature. If creature leaves play, so does Trench.
    ID 248 / 302
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    Name Trionic Lock
    Type Resource
    Special Ability Locks a target resource preventing it from Siding or Standing this turn.
    ID 249 / 302
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    Name Trisilicate
    Type Flash
    Innate Ability +1 Energy to one creature until end of turn.
    ID 250 / 302
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    Name Underground Bunker
    Type Resource
    Special Ability +2 Substance to any defending creature. If Underground Bunker leaves play so does the creature.
    ID 251 / 302
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    Name UNIT Corporal
    Type Creature
    Time Present
    Energy 2 Substance 1 Support 1
    Trait Human
    ID 252 / 302
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    Name UNIT Headquarters
    Type Resource
    Innate Ability +1 Support to all your Humans in the same zone.
    ID 253 / 302
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    Name UNIT Soldier
    Type Creature
    Time Present
    Energy 1 Substance 1 Support 1
    Trait Human
    Innate Ability +1 Substance if in Trench Resource.
    ID 254 / 302
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    Name V-Ship
    Type Resource
    Trait Space Ship
    Special Ability Sacrifice this V-Ship to prevent a hit against you from any one source.
    ID 255 / 302
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    Name Vengeance on Varos
    Type Episode
    Solve 6
    Innate Ability Opponent may swap one of Solver's creatures in play with one from Solver's discard pile each turn.
    ID 256 / 302
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    Name Venom Gun
    Type Resource
    Special Ability Halves a target creature's Energy, Substance and Support (round all numbers up) until end of turn. Side a creature to use.
    ID 257 / 302
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    Name Venusian Aiki-Do
    Type Flash
    Innate Ability +1 Substance to one creature until end of turn.
    ID 258 / 302
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    Name Vervoids
    Type Creature
    Time Future
    Energy 2 Substance 1 Support 1
    Trait Alien
    Innate Ability If this Vervoids is used to Support your main combatant in defence, your opponent's main combatant does not Stand at the start of their next turn.
    ID 259 / 302
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    Name Vicki
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 1
    Trait · Rating Human · Assistant · Unique
    Innate Ability +1 Energy if in future zone.
    ID 260 / 302
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    Name Victoria Waterfield
    Type Creature
    Time Present
    Energy 0 Substance 1 Support 0
    Trait · Rating Human · Assistant · Unique
    Innate Ability +1 Substance to any one Doctor in the same zone.
    Special Ability +2 Substance to any one doctor in the same zone.
    ID 261 / 302
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    Name Viral Destruction
    Type Flash
    Innate Ability Destroy all opponent's Humans, or Aliens, or Robots, or Time Lords, or Assistants, or Resources, in one Zone. Choose one group only.
    ID 262 / 302
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    Name Vislor Turlough
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 0
    Trait · Rating Alien · Assistant · Unique
    Special Ability Sacrifice to destroy a Time Lord.
    ID 263 / 302
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    Name Vorum Gas
    Type Resource
    Special Ability Your opponent must return to their hand all creatures in play of any one race, of your choice, in any one Zone.
    ID 264 / 302
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    Name Warning
    Type Flash
    Innate Ability Draw one card from your draw deck or play one card.
    ID 265 / 302
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    Name Web Gun
    Type Resource
    Special Ability -1 Substance from any creature until end of turn.
    ID 266 / 302
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    Name White Dalek
    Type Creature
    Time Timeless
    Energy 3 Substance 2 Support 1
    Trait Alien · Robot
    Innate Ability +1 Substance if in the same Zone as Davros. Will never attack or support an attack against an opponent who has Davros in play in any Zone.
    ID 267 / 302
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    Name Whomobile
    Type Resource
    Special Ability +1 Energy / +1 Substance to any Doctor. If either Whomobile or Doctor are destroyed, both cards must be Discarded.
    ID 268 / 302
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    Name Winifred Bambera
    Type Creature
    Time Present
    Energy 1 Substance 2 Support 1
    Trait · Rating Human · UNIT Personnel · Unique
    Innate Ability +1 Support to all your other U.N.I.T. Personnel in the same Zone.
    ID 269 / 302
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    Name Woolfweeds
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 1
    Trait Alien
    Special Ability +1 Support to any creature.
    ID 270 / 302
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    Name X-Ray Laser Cannon
    Type Resource
    Special Ability +2 Energy to any attacking creature until end of turn. If creature leaves play, so does X-Ray Laser Cannon.
    ID 271 / 302
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    Name Yeti
    Type Creature
    Time Present
    Energy 2 Substance 2 Support 0
    Trait Robot
    ID 272 / 302
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    Name Zarbi
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 0
    Trait Alien
    Innate Ability +1 Substance to all your other Zarbi in the same Zone.
    ID 273 / 302
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    Name Zoe Heriot
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 1
    Trait · Rating Human · Assistant · Unique
    Innate Ability +1 Substance if in Future Zone.
    Special Ability +1 Substance to Doctor II or Doctor V if in the same zone.
    ID 274 / 302
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    Name Zygons
    Type Creature
    Time Present
    Energy X Substance X Support 2
    Trait Alien
    Innate Ability The Energy and Substance values of any one other creature in this Zone are copied by this Zygon, and become the Energy and Substance values of this card. Copying only occurs once.
    ID 275 / 302
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    Name The Watcher - Past 1
    Type Creature
    Time Past
    Energy 1 Substance 0 Support 0
    ID 276 / 302
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    Name The Watcher - Past 2
    Type Creature
    Time Past
    Energy 1 Substance 1 Support 0
    ID 277 / 302
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    Name The Watcher - Past 3
    Type Creature
    Time Past
    Energy 1 Substance 1 Support 0
    ID 278 / 302
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    Name The Watcher - Present 1
    Type Creature
    Time Present
    Energy 1 Substance 1 Support 0
    ID 279 / 302
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    Name The Watcher - Present 2
    Type Creature
    Time Present
    Energy 1 Substance 1 Support 0
    ID 280 / 302
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    Name The Watcher - Present 3
    Type Creature
    Time Present
    Energy 1 Substance 1 Support 0
    ID 281 / 302
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    Name The Watcher - Future 1
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 0
    ID 282 / 302
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    Name The Watcher - Future 2
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 0
    ID 283 / 302
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    Name The Watcher - Future 3
    Type Creature
    Time Future
    Energy 1 Substance 1 Support 0
    ID 284 / 302
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    Name Time - Past 1
    Type Time
    Time Past
    ID 285 / 302
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    Name Time - Past 2
    Type Time
    Time Past
    ID 286 / 302
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    Name Time - Past 3
    Type Time
    Time Past
    ID 287 / 302
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    Name Time - Past 4
    Type Time
    Time Past
    ID 288 / 302
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    Name Time - Past 5
    Type Time
    Time Past
    ID 289 / 302
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    Name Time - Past 6
    Type Time
    Time Past
    ID 290 / 302
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    Name Time - Present 1
    Type Time
    Time Present
    ID 291 / 302
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    Name Time - Present 2
    Type Time
    Time Present
    ID 292 / 302
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    Name Time - Present 3
    Type Time
    Time Present
    ID 293 / 302
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    Name Time - Present 4
    Type Time
    Time Present
    ID 294 / 302
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    Name Time - Present 5
    Type Time
    Time Present
    ID 295 / 302
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    Name Time - Present 6
    Type Time
    Time Present
    ID 296 / 302
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    Name Time - Future 1
    Type Time
    Time Future
    ID 297 / 302
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    Name Time - Future 2
    Type Time
    Time Future
    ID 298 / 302
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    Name Time - Future 3
    Type Time
    Time Future
    ID 299 / 302
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    Name Time - Future 4
    Type Time
    Time Future
    ID 300 / 302
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    Name Time - Future 5
    Type Time
    Time Future
    ID 301 / 302
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    Name Time - Future 6
    Type Time
    Time Future
    ID 302 / 302
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