Imagine a pre-con deck that can take several extra turns in a row, extra combats, draw fistfuls of cards, generate absurd amounts of mana and also kill people with Clue tokens? This is Paradox Power. However, there are a few issues like a lack of mass removal, a recovery plan after a board wipe and most of all the weakness of the default commander pairing. Luckily the deck includes way better options!
Don’t use the Thirteenth Doctor

Casting a spell from anywhere but your hand is now keyword Paradox and the combination of The Thirteenth Doctor with
Yasmin Khan
Yasmin Khan
{T}: Exile the top card of your library. Until your next end step, you may play it.
Doctor's companion (You can have two commanders if the other is the Doctor.)
looks like it sets you up for a successful value engine. You exile a card with Yasmin, use that card, then put the +1/+1 counter from The Thirteenth Doctor on Yasmin who will untap at end of turn.
On the surface, this looks like this pairing is going to do a lot for the deck. The reality? Far, far from it. If you exile a land, you can play that land. But you won’t get the Paradox trigger or the +1/+1 counter unless you hit a land. Hit a spell that is too much mana on your first activation? Wow, now you’re really far behind because you didn’t get another spell, didn’t get a +1/+1 counter and didn’t get to activate Yasmin an extra time.
The deck has some very powerful cards that you really want to sequence correctly to get absurd value, and if you happen to exile one with Yasmin at the wrong time, you are going to not only feel bad but see the deck perform far worse. Timey-Wimey has this same problem.
At the end of the day, this Commander combination is a 2/2 for three and a 3/3 for four, that’s Gray Ogre and
Hill Giant
Hill Giant
territory. Let’s look at some better choices.
Better than Crimson Vow

Remember that set that was all about a wedding? Remember how the main characters of the story did not have a printing that featured a partner with mechanic? That was a huge flavor fail in my opinion. Doctor Who, however, is completely on-point with
Jenny Flint
Jenny Flint
Partner with Madame Vastra
First strike
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you sacrifice a Clue or Food, put a +1/+1 counter on another target creature you control.
and
Madame Vastra
Madame Vastra
Partner with Jenny Flint (When this creature enters, target player may put Jenny Flint into their hand from their library, then shuffle.)
Madame Vastra must be blocked if able.
Whenever a creature dealt damage by Madame Vastra this turn dies, create a Clue token and a Food token.
. First, the artwork is perfect as you can see them standing back to back fighting together. Then, you look at their abilities and it’s exactly what you see on the card. They attack in together, Jenny gets trained up by Vastra, Vastra makes tokens, Vastra must be blocked and kills something. If you use your tokens, Jenny puts a +1/+1 counter on Vastra and the cycle works again. They completely sync with one another and fight and grow together. This is an excellent execution of the characters into cards and I do not even need to know anything about Doctor Who to see that. Good job Wizards!
One thing that the deck can struggle with is a win condition, and it does typically come down to making one large monster and taking extra turns or combats to seal the deal. With Jenny and Vastra, you make two credible attackers. I found them to offer more to the stock deck than The Thirteenth Doctor and Yasmin, but I think there are still better options.
Literally Unkillable, Your Best Choice

So Arya Stark is in Magic: The Gathering now? Again, I’m no Whovian, but I certainly did watch Game of Thrones. Fandom aside,
Me, the Immortal
Me, the Immortal
At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me.
Counters remain on Me as it moves to any zone other than a player's hand or library.
You may cast this card from your graveyard by discarding two cards in addition to paying its other costs.
can quite easily become one extremely credible wincon that will retain both +1/+1 counters and keyword ability counters if you put her into the graveyard or command zone when she leaves play. On top of that, she has a cast from graveyard option so you do not have to pay commander tax unless you want to. If you let Paradox Power simply cast big spells, Me automatically accrues value so you have inevitability on your side. Dealing 21 points of commander damage is not the most efficient win condition but it’s easily doable in multiple attacks. In an unmodified deck Me is just the best overall choice because it simply works with no additional help whereas all the other options require getting a bit lucky in drawing the best cards with synergy to your plan. Meanwhile, if she dies, you can easily recast her and she loses no counters so you don’t have to rebuild unlike the other commanders.
The Best Companion Bar None

Meet Clara Oswald the most useful Doctor’s companion to exist. First and foremost, she allows you to simply pick another color for your deck. This will let a lot of people play
The War Doctor
The War Doctor
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor.
Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
as either a Jeskai or Naya deck and kill people with double triggers, but hey, Mardu also becomes an option that could include
Isshin, Two Heavens as One
Isshin, Two Heavens as One
If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
for triple Doctor attack triggers! In this deck, it allows you to play
The Twelfth Doctor
The Twelfth Doctor
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.)
Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
who certainly is strong with a variety of demonstrated cards and get another spell off the demonstrate trigger. Her flexibility allows for a myriad of choices and she is sure to see a lot of play, in the command zone at least. Six mana is a bit steep but she enables so much.
Speaking of The Twelfth Doctor

This card is fairly busted.
Quantum Misalignment
Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
can make a massive number of copies that can demonstrate and make further copies. After that massive wind up you’re going to be able to copy a bunch of spells and get counters on each of your copies. This is absurdly strong, particularly with extra turns from
Twice Upon a Time
Twice Upon a Time
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
. The problem? Demonstrating can be very double edged. Sure, sometimes you will give them a Quantum Misalignment and they get nothing or just a token. But other times, like if the game is down to a one versus one, it could be game losing to let them copy something. Giving an opponent extra turns, if you cannot win the game after you take yours, is a huge mistake.
Additionally, The Twelfth Doctor just a 4/4. Sure, it will get a lot of +1/+1 counters, that’s virtually inevitable. But there is a price for those counters. On top of that, as a commander, this Doctor should be kill on sight and it’s five mana. Compared to Me, if you do finally get The Twelfth Doctor big and it gets removed, you have to start building all over again. The best way to use this Doctor is to go off with a card like
Last Night Together
Last Night Together
Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.
. However that is a lot of mana and requires you to have your powered up attacker ready to go when you do hit the combo. Unless no one has removal, The Twelfth Doctor will have a tough time filling both of those roles and would be a better commander for a different deck. As a supporting card, though, it’s excellent!
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How Does Paradox Power Play?

No matter what commanders you use, Paradox Power seeks to establish at least one creature that gets out of control and wins the game. For only two mana, a
Sisterhood of Karn
Sisterhood of Karn
This creature enters with a +1/+1 counter on it.
Paradox — Whenever you cast a spell from anywhere other than your hand, double the number of +1/+1 counters on this creature.
can quite easily double into a one-shot sized attacker out of nowhere. The deck includes
Rogue’s Passage
Rogue’s Passage
{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
to ensure you can deliver that damage.
Flaming Tyrannosaurus
Flaming Tyrannosaurus
Menace
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
also fits the bill as a win condition creature but at seven mana but it’s going off quite a bit later.
Cards like Throes of Chaos and
Into the Time Vortex
Into the Time Vortex
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
give you easy access to paradox triggers and
Decaying Time Loop
Decaying Time Loop
Discard all the cards in your hand, then draw that many cards.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
and
Danny Pink
Danny Pink
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
can give you easy card draw to guarantee you get to the cards you want to see. The draw power from these cards is generous, especially for a pre-con, and it allows you to really dig to the cards you want to see every game.
Phase one of the deck is essentially figuring out what you are going to use as a win condition to set up the turn you’re going to go off. The deck doesn’t have the sequencing complications that Timey-Wimey has, but order and mana matter.
Massive Mana

The Flux
The Flux
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six {R}.
is nothing but value, value and more value. After removing something, then giving you four “impulse” effects, the final chapter gives you six mana. This is where you have to make sure your deck has aligned to take advantage of this huge boost in options. On top of that, there are cards like
Carpet of Flowers
Carpet of Flowers
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
that is almost always crazy good for just one green mana.
Nardole, Resourceful Cyborg
Nardole, Resourceful Cyborg
{T}: Add {U} for each counter on Nardole. Spend this mana only to cast noncreature spells.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Doctor's companion (You can have two commanders if the other is the Doctor.)
can potentially make tons of mana as well for noncreature spells. There is even a card like
Frost Fair Lure Fish
Frost Fair Lure Fish
When this creature enters, create two 1/1 blue Fish creature tokens and create two tapped Treasure tokens.
Fish you control have haste and can't be blocked by Humans.
Foretell {3}{U}{R}
which seems like just a huge monster. The thing is you can foretell it so it’s only five mana and it generates two tapped
Treasure
Treasure
Trample
tokens when it enters the battlefield. While generating haste fish, you’re also ramping next turn! Of course the deck also runs well proven ramp cards like
Farseek
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
,
Cultivate
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
and Search for Tomorrow.
Once you’ve figured out how you’re going to win, you figure out your mana situation. The deck loves to make plays that use ten or more mana to cast two huge spells in sequence. Without a ton of extra mana, you may find yourself limited to one play per turn which won’t be able to keep up with many tables and makes winning a lot harder.
Read More: MTG Doctor Who Timey-Wimey is the Most Complex Pre-Con Ever!
Go for the win

There is a substantial restriction on
Twice Upon a Time
Twice Upon a Time
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
in that you need to control at least two Doctors to even cast it. Luckily, it can tutor for one of those two Doctors. So, as long as you have mana, it’s completely reasonable to go from zero Doctors on table to casting
Unlikely Meeting
Unlikely Meeting
Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.
, getting one Doctor down, and then also cast another Doctor from your hand, all on the same turn. However, it’s a bit of an ask to do all that while also casting Twice Upon a Time in the same turn.
That’s why I highlighted the ramp effects above. If you are getting six extra mana from
The Flux
The Flux
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six {R}.
you can sequence to do all of these things in the same turn. Compared to most pre-cons, this is a complex sequencing of events that requires a bit more foresight than average to pull off. The deck certainly can do this a surprising amount of times as well because of all the draw power available. But what if you don’t get Twice?
As mentioned above
Last Night Together
Last Night Together
Choose two target creatures. Untap them. Put two +1/+1 counters on each of them. They gain vigilance, indestructible, and haste until end of turn. After this main phase, there is an additional combat phase. Only the chosen creatures can attack during that combat phase.
is another way to kill one or more players in a double combat step or more with help from The Twelfth Doctor.
Dan Lewis
Dan Lewis
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip {1}.
Doctor's companion (You can have two commanders if the other is the Doctor.)
can take all the random Clue tokens that cards like
Osgood, Operation Double
Osgood, Operation Double
When you cast this spell, create a token that's a copy of it, except it isn't legendary.
{T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact.
Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
generates and turn them into equipment to buff up your attackers. The deck is excellent at turning mana into damage.
Weak Points

In an age where most new pre-cons have multiple board wipes, one sided wipes and also some anti-wipe tech, Paradox Power stands out for lacking in these areas. The Lupari Shield option on Karvanista, Loyal Lupari can protect all your Humans and it does persist until your next turn which is interesting, but the deck has a lot of non-Human cards and it’s a Sorcery, not an Instant. If you are using Me as your commander, this is a good protection effect for your commander but, for every other combination, you’re only half as effective and might be capable of only saving a single target, far from something that could be considered board wipe protection.
Impending Flux is far from a board wipe. Sure it’s one sided and it deals damage to your opponents as well but it’s going to be hard-pressed to realistically deal more than four or five damage most of the time. Flatline is also a flexible pseudo-removal, pseudo wipe but it’s not a reliable wipe. The deck does include some solid single target removal effects in both
Beast Within
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
and
Chaos Warp
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
but it is very light in this area as well.
There’s also River Song. First, this is a very cool card and any card that combos hard with an old school card like Soldevi Digger is amazing. Furthermore, the deck includes
Preordain
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
and Sonic Screwdriver so you can manipulate the top and bottom of the deck with scrying.
The intention behind River is obvious. She lets you control your impulse effects and cascades by keeping something good on top and not drawing it so you can cascade or impulse it instead when you need it. The problem is there is very little to support this theme in the deck as is.
Ponder
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
and Preordain are good cards in any deck and they are in here with River. But there’s just a limited amount of support for this concept and, to me, it’s a more interesting one than the paradox mechanic that the deck starts with. Obviously many players will build River Song decks but this feels like a bit of a missed opportunity.
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Upgrading Paradox Power

Unlike the other Doctor Who Commander decks, MTG Paradox Power is a bit of a challenge for modification. It has an exile, cascade, paradox side, but it also has the power side with +1/+1 counters to make your creatures huge as well. Ryan Sinclair is another example of a card that goes with this very general broad theme. My goal would be to keep that identity in the deck and my upgrades would reflect that.
For commanders. I’d probably opt for The Twelfth Doctor and Clara Oswald. When you hit enough mana your board state just explodes. The best part about cascade and the Twelfth Doctor is that you do not have to cast a spell you cascade into and therefore you don’t waste the potential demonstrate trigger. You can choose to simply not cast something and, on cards that cascade multiple times, you can simply wait until you hit a game ender instead of a ramp spell or mana rock.
First up is
Questing Druid
Questing Druid
Whenever you cast a spell that's white, blue, black, or red, put a +1/+1 counter on this creature.
which does exactly what the deck is trying to do. It gives you paradox triggers, virtual card draw and finally a body that can become massive because of that fact.

Apex Devastator seems like the kind of card that also should be in this deck also. The deck makes lots of mana and then wants to go off in a huge way. What could be bigger than a 10/10 that casts four more spells and generates more triggers?
Right alongside the Devastator has got to be Maelstrom Wanderer as, effectively, another similar style effect.

Faldorn, Dread Wolf Herald
Faldorn, Dread Wolf Herald
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token.
{1}, {T}, Discard a card: Exile the top card of your library. You may play it this turn.
is a great card for a cascade deck and it definitely goes wide and even gives you value when you play exiled lands, something that the paradox keyword does not do. It’s a free include here and probably makes the most power/toughness for the least amount of mana of any card in the deck.
Wild-Magic Sorceror is a very low mana cost body considering what it does and it has excellent synergy with your deck.
When you see cards like this in the deck it’s hard to not start thinking about adding in
Craterhoof Behemoth
Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
.
Would I play smaller guys like
Bloodbraid Elf
Bloodbraid Elf
Haste (This creature can attack and {T} as soon as it comes under your control.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
or
Shardless Agent
Shardless Agent
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
? I don’t think so because we’d rather cascade into a different card entirely that generates way more value.
On the non-creature side, both Venture Forth and Terramorph are good ramp spells for this concept.
Warstorm Surge
Warstorm Surge
Whenever a creature you control enters, it deals damage equal to its power to any target.
is a classic finisher as well.
Rhythm of the Wild
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
is always worthwhile for creature based decks.
These suggestions will certainly make the deck perform better but it will be at the expense of reducing the Doctor Who identity it starts with. Sure Ryan Sinclair and Yasmin Khan are going to stay in a modified version of the deck but
Dan Lewis
Dan Lewis
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip {1}.
Doctor's companion (You can have two commanders if the other is the Doctor.)
and Bill Potts most certainly get cut. Once you start modifying a deck from a new set, it tends to start looking like decks in the meta at large.
Verdict, Is MTG Paradox Power Worth it?
For a new pre-con, MTG Paradox Power can feel absurdly powerful at times. I did manage to set up a sequence where I had The Twelfth Doctor in play, Unlikely Meeting on an adventure, and Quantum Misalignment in hand. After making a copy of the Twelfth Doctor I cast Twice Upon a Time with two demonstrate effects so I was ready to take some extra turns, and so would my opponent if they lived after my turns. Of course
Quantum Misalignment
Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
triggered in my upkeep and I cast and demonstrated it three times to make even more copies of The Doctor. They got many +1/+1 counters and ended the game in the next turn when I cast Last Night Together and had an extra attack step. This is the single most ridiculous play line I’ve ever experienced coming out of a pre-con deck.
However, that’s the highest of the highs. On average, especially with the regular commanders, the deck tends to sit there for a long time just cascading and exiling cards until you hit your big spells. Much like Timey-Wimey it is a bit all over the place and a bit random. Thanks to the superior card draw and ramp, though, it can maneuver into a line of play that is impossibly powerful just so long as the rest of the table isn’t stopping you. A bit of disruption makes the overall game plan a lot more difficult to execute and there’s very little to get you back into the game.
Still, the deck was fun, especially when it kept doing absurd thing after absurd thing. At points, I think my opponents were more entertained by what I was managing to pull off than I was. The deck is surprisingly powerful as-is and, at the very least, contains great themes and cards to build a more streamlined version.
In terms of deck identity, this felt more like a Magic deck than the other Doctor Who commander decks which may have accounted for why it had so much power. Certainly, if you enjoy Doctor Who, Magic, or Commander you will not regret picking up Paradox Power.
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