Star Trek MTG Spoilers: Every Card Revealed So Far
Star Trek spoilers have reached the point where the Star Trek set page holds nearly the whole main set, commons included. The set reaches tables on November 13, prerelease events run November 6 to 12, and Arena gets it on November 10. This post is a guided tour of the gallery: every faction and mechanic, what the cards do, and the calls we would make for Commander. New cards are added to the set page as they are revealed.
If you want products, prices and the event calendar, those are in our Star Trek release date guide, and the actor-signed cards have their own explainer. Here we stick to the cards.
One principle for the sorting: this set is built in factions, and each faction owns a mechanic. Starfleet flies Spacecraft and counts creature types. The Borg assimilate. Black's schemers deal in dilemmas. The explorers count the lands they have visited. Read a card's faction and you usually know what it wants.
Starfleet's ships: station returns, and the Enterprise-D is the one to build around
Spacecraft and station arrived with Edge of Eternities last year and they are the backbone here. A Spacecraft enters as a noncreature artifact. Station is an activated ability: at sorcery speed, tap another creature you control and put charge counters on the ship equal to that creature's power. Each ship lists thresholds, and at the top one it becomes an artifact creature, usually with flying. The counters stay, so stationing is an investment rather than an upkeep.
U.S.S. Enterprise-D, Galaxy-Class is the ship we expect to see most in Commander. It costs , and the first time each turn charge counters land on it, you exile the top card of your library and may play it this turn. That is a card a turn from turn three onward, long before it becomes a flier with vigilance at seven counters. Warp Core (
: it finds a basic land for your hand on entry, then
,
puts two charge counters on a Spacecraft at sorcery speed) and Lt. Cmdr. Geordi La Forge (charge counters you would put on your artifacts are doubled) are the support pieces. Zefram Cochrane, Warp Pioneer has every Spacecraft that enters under your control arrive with two extra counters and lets you cast one artifact a turn off the top of your library, and Hemmer, Fixing What Is Broken gives your ships hexproof during your turn.
The rest of the fleet, roughly in the order we would rank them for the 99 (the ninety-nine cards behind a commander): U.S.S. Discovery, at Black Alert () discovers 5 when it enters and again each time it attacks, meaning it exiles from the top of your library until it hits a nonland card with mana value 5 or less and lets you cast it free or put it into your hand. U.S.S. Reliant, From Hell's Heart (
) returns a creature card with mana value 4 or less from your graveyard to the battlefield on entry and on combat damage, with a finality counter so the creature is exiled if it dies again. H.M.S. Bounty, Unlikely Timeship (
) searches your library for a Whale on entry, and once it is a creature at eight counters, each hit on a player draws a card and, if you control a Whale and have not begun an extra turn this game, takes an extra turn. The set hands you Humpback Whales and Cetacean Ops to find. U.S.S. Enterprise-A, Free Spirit (
) arrives with ward
(an opponent's spell or ability that targets it is countered unless they pay
) and three Officer tokens. D-7 Battle Cruiser (
) makes a hasty 2/1 Klingon every combat once it has three counters. Romulan Bird-of-Prey (
) has hexproof while it is not a creature and charges itself when you cast noncreature spells. Enterprise NX-01 taps a creature and gives it a stun counter on entry, so it misses its next untap. U.S.S. Excelsior, Cutting Edge destroys a tapped creature on entry, and Suurok-Class Science Vessel draws a card on entry.
Then there is the station that never flies. Deep Space 9 costs and, on entry and at each of your upkeeps, exiles the top four cards of your library and puts every permanent card among them onto the battlefield. It has station with no creature threshold at all: at nine counters it gives your team +3/+3 and stays an artifact.
The play detail that matters: stationing taps a creature, and this set has a cluster of cards that care about becoming tapped. Beckett Mariner, Impetuous Ensign collects a promotion counter each time she is tapped and deals 2 damage to each opponent when she reaches three. Brad Boimler, Eager Ensign makes every counter placement this turn one bigger once he has been tapped, and because his trigger resolves before the station ability does, stationing with Boimler puts his power plus one on the ship. Erica Ortegas, Plucky Pilot drops a land from your hand when tapped and hands one back at end step, and D'Vana Tendi, Optimistic Ensign untaps any of them for a second round. Captain Jean-Luc Picard ties it together: +1/+1 to your other creatures, an Officer token every time you cast a creature or Spacecraft spell, and an ability that taps seven untapped Officers (he is one) to put any Spacecraft from your library onto the battlefield with seven charge counters. Seven is exactly the Enterprise-D's threshold.
The Borg: assimilate, artifact creatures, and one very large Cube
Assimilate is the set's new keyword action. In the main set it works on cards: put the creature card onto the battlefield under your control with a +1/+1 counter, and it is now a Borg artifact creature that has lost all its other creature types. That last clause is the flavor and the catch. An assimilated Elf is no longer an Elf, so it stops counting for your Elf lords (the creatures that pump other Elves) and, as the Federation section explains, for the set's own diversity payoffs.
Borg Cube () has affinity for artifact creatures, so it costs
less for each one you control, and with five drones out it costs
. It assimilates a creature card exiled with it whenever it enters or attacks, and if there is none it exiles up to one target creature instead. The exile on entry is what you get right away. The rhythm of exile a blocker this attack and bring it back as a drone the next starts only at twelve counters, the Cube's one threshold, which is also when it becomes a creature and your artifact creatures gain flying. Death Is Irrelevant (
) makes your artifact creatures indestructible and assimilates a creature card from any graveyard at each of your end steps, which in a four-player game is a steady supply of other people's best dead creatures.
The drones are an artifact-creature typal package in white and black (typal cards reward you for running one creature type). Locutus, the One Who Speaks () gives them +1/+1, Primary Unimatrix Adjunct is a
drone that gives all of them double strike, Assault Drone adds +1/+0, Command Subadjunct adds vigilance, and Organic Avulsion Unit gives them menace until end of turn for
. Antagonist Incorporator lets any of them pay
on dealing combat damage to a player for another drone, Hive Mind Coprocessor lets them pay a life for a card, and Collective Drone has power equal to your artifact creature count. Overflow Submatrix lets you cast one artifact creature from your graveyard on each of your turns, with a finality counter attached. Resistance Is Futile is the removal spell that can instead return a cheap drone from your graveyard to the battlefield, and Conquest Mission makes a 1/1 Borg token every time a nontoken artifact enters under your control, two once it has six quest counters.
Dilemmas: the modal spells and who gets paid for them
You face a dilemma whenever you choose one or more modes for a spell or ability. Any modal card counts, including the charms and commands already in your Commander deck, and so do modal triggered abilities. The set stacks the deck: the Test cycle (Test of Conviction, Test of Priorities, Test of Loyalty, Test of Courage), Impossible Choice, Set Phasers to . . ., Consider the Prime Directive, Perils of the Past, Rules of Acquisition and Dathon and Picard at El-Adrel all carry named modes, Command Decision and Make It So are plain modal spells, and Captain James T. Kirk faces one every time he enters or attacks. Even lands join in: Federation Outpost, Quark's Bar and The Unicomplex offer a choice when they enter untapped, and that choice is a free dilemma.
The payoffs are mostly black. Elim Garak, Simple Tailor (, menace) has each opponent lose 2 life and you gain 2 per dilemma. Obsidian Order Operative does the same for 1. Seven of Nine (
) draws a card per dilemma. Captain Benjamin Sisko makes an Officer at your end step for each dilemma faced that turn. The Caretaker casts a free spell off the top of an opponent's library at each end step on which you faced one. Gabriel Lorca, Mirror Menace comes back from the graveyard to your hand for
whenever you face one, and Tell Me What You See bounces itself to be recast.
Kobayashi Maru Scenario () is the flavor home run and a real trap. At each of your upkeeps you choose a mode that has not been chosen yet: bounce a cheap creature, draw two, make two Officers, or Abandon Ship, which loses you the game. Three good upkeeps, and on the fourth the only mode left is the one that kills you. It is a dilemma at each of your upkeeps for Garak and Seven, and it is a fine card if you are holding a way to bounce or sacrifice your own enchantment before upkeep four. A new object starts the choices over, so blinking it (exiling it and returning it to the battlefield) resets it completely. The cleanest out is in the set: the second mode of Rules of Acquisition hands a permanent of yours to an opponent and draws you three cards. Give them a spent Scenario and it is still the same object with three modes used, so their next upkeep is Abandon Ship. Without an out, do not cast it.
Read Sisko's second ability before you sleeve him. For and a tap he exiles the top five cards of your library and lets you cast any of them free if their mana value is no more than your Officer count. That cost puts every color in his color identity, so he is a five-color commander, or a card in a five-color 99, and nothing else.
Strange new worlds: a lands theme that is far better in Commander than in Standard
Strange new worlds is an ability word that counts differently named lands you control. It was not among the four mechanics shown at July's First Look, and it is the one Commander players should read closely. In a 99-card deck full of nonbasics, only repeated basics drop out of the count, so it runs close to your land count. A Standard player with four copies of each dual gets much less out of these.
Captain Pike, Fullness of Time () has power and toughness equal to that count, lets you look at the top card of your library at any time, and lets you play lands from it. That is the land-off-the-top half of Oracle of Mul Daya for a mana less, on a body that is a 3/3 on turn three and grows a point every land drop. Deep Space Scan (
) draws that many cards with no maximum hand size, which in the late game means eight or nine. Branching Timeline (
) reveals that many cards and puts every permanent among them onto the battlefield tapped. Ensign Pavel Chekov exiles that many cards from each opponent's library and lets you play a land from each pile. Excalbian Gamemaster makes that many Officers on entry, Pah-Wraith pumps your team by it on attack, and The Traveler is a two-mana body with that much power.
Seven of Nine, Unassimilated () runs on the same count without the ability word: she draws a card at the start of your first main phase and makes you discard unless you control five differently named lands. In Commander that is a two-mana card-draw engine from turn five, and with seven lands she becomes a 7/9 for
.
The set supplies the lands. Ten Planet duals, one per color pair, enter tapped and gain you a life: Andoria, Bajor, Cardassia Prime, Earth, Sector 001, Ferenginar, Orion, Qo'noS, Risa, Romulus and Vulcan. Final Frontier fetches a basic or a Planet. Saurian Explorer can make a New Planet land token that taps for any color, and a token's name is a name, so the first one adds to the count. Spatial Anomaly and Subspace Anomaly also leave a New Planet behind, but they sacrifice themselves to do it, so they swap one name for another.
Landfall rides along (a landfall ability triggers whenever a land enters under your control). Captain Kathryn Janeway () gives you an extra land drop each turn and has every creature you play explore (reveal your top card: a land goes to your hand, anything else gives the creature a +1/+1 counter and may go to your graveyard). Captain Michael Burnham deals 1 damage to each opponent on every land and grows on the second. Will Riker, First in the Field (
) reveals until he finds two lands at each of your combats, puts both onto the battlefield, and sacrifices them at your next end step: two landfall triggers a turn, and two sacrificed lands a turn for anything that pays you when you sacrifice a land. Dal R'El, Augment Orphan, Cleveland Booker, Empath, Exploratory Mission, Syndicate Liquidators, Jake Sisko, War Correspondent and Xindi Surveyors fill out the theme.
Federation and beam me up: the other two new words
Federation is an ability word that counts creature types among non-Borg creatures you control. The number climbs fast because almost every character here carries two or three types (Vulcan Human Scientist, Klingon Warrior Officer, Betazoid Human Advisor). Captain Jonathan Archer () brings Porthos, a legendary 1/1 Dog token, and pumps a creature by the count at sorcery speed. Saavik, Stoic Student flashes in to deal that much damage to an attacking or blocking creature. Hoshi Sato, Exolinguist looks at that many cards and keeps one. Infinite Diversity (
) copies an instant or sorcery from your graveyard that many times and lets you cast the copies free. And Starfleet Academy, a legendary land, taps for
or, for
, adds that much mana of one color. Two notes at the rules level: an assimilated creature is only a Borg, so it is excluded, and a changeling is every creature type including Borg, so it is excluded too. No shortcuts.
Beam me up is a new keyword on instants and sorceries: you may cast the card from your graveyard for its beam me up cost if you also return a creature you control to its owner's hand, and the spell is exiled afterward. Energize, Open Communications, There's Coffee in that Nebula, Pure Energy, Adversary by Algorithm and Final Frontier carry it. Scotty, Miracle Worker () gives every instant and sorcery in your graveyard beam me up for its own mana cost during your main phase, which is a repeatable recast engine for anyone with a creature worth bouncing. Marooned is a lockdown Aura that also says the enchanted permanent cannot be beamed up, so a creature it holds cannot escape by being bounced to pay for a spell.
The bounce half is the fun half. Miles O'Brien, Transporter Ops returns something of yours on entry and draws you a card at any end step on which a permanent returned to your hand. Salt Vampire, Worf, Intelligence Contractor, Spock, Always Your Friend, Subcommander T'Pol and Khan, Vengeful Heart are all creatures you are happy to replay. Khan has a second trick: he can be cast from exile. Exile him from your own graveyard with Sylvia Tilly, Joy of Discovery, the first mode of Commander Raffi Musiker, or Test of Loyalty, and you get to sacrifice something and draw two all over again.
Klingons, Ferengi and the Doctors
Klingons are a black-red sacrifice deck. General Chang, Cold Warrior costs and is the outlet:
and a creature for a +1/+1 counter on every Klingon you control. Gowron, Eager for Battle (
) grows on every death and sacrifices creatures for free, drawing a card when the sacrifice was a Klingon. L'Rell, Fierce Visionary and D-7 Battle Cruiser each make a temporary 2/1 Klingon every combat, so there is always something to feed, and The Duras Sisters leave one behind when they die. The line we would actually play: Worf, Intelligence Contractor steals a cheap creature from each opponent on entry, and Chang or Gowron eats all three before they go home.
Ferengi are Treasure. Quark, Humble Proprietor () makes you a Treasure at the beginning of every upkeep, every player's, and forbids you from sacrificing Treasures at all. So they are not mana. They are a count: Grand Nagus Zek gets +1/+1 for each one and adds one more Treasure a turn when another creature dies, and Revel in Riches wins the game at your upkeep if you control ten. Four Treasures a round in a four-player pod gets Revel there on your third upkeep after Quark lands, if nobody deals with either card. Rules of Acquisition rounds out the faction with a two-mode trade: steal a permanent and that opponent draws three cards, or give one of yours away and draw three yourself.
Doctors are green-white counters. Dr. Joseph M'Benga () doubles every kind of counter you put on your creatures and gives your other creatures with counters hexproof, which makes him the strongest counters card in the set by a distance. Deanna Troi, Psychic Counsel (
) has your other creatures enter with an extra +1/+1 counter. Dr. Beverly Crusher doubles lifegain triggers, including her own, so she grows by two counters per lifegain event rather than one. Dr. McCoy, Surly Surgeon saves another creature of yours with a +1/+1 counter from destruction by stripping its counters instead. Jadzia Dax, Living Legacy (
) adds a counter to herself at your first main phase and then adds
for each counter on her, which under M'Benga is two, four, six mana on consecutive turns. Phlox, Unorthodox Doctor draws a card whenever a creature of yours with a counter on it deals combat damage to a player, and Brad Boimler, Eager Ensign is a conditional Hardened Scales for every counter type.
Lands: ten shocklands, ten Planets, and the Academy
All ten shocklands (dual lands that enter untapped if you pay 2 life) are in the main set at rare: Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden and Watery Grave. A full cycle in a Standard set usually softens their prices for a while, so a Commander player short a few has a window coming. Federation Outpost, Quark's Bar and The Unicomplex are single-color rares that enter untapped if you control two or more other lands, and only then give you their choice: 2 life or surveil 1, a point of damage to each opponent or surveil 1, a creature card from your graveyard to the top of your library or surveil 1 (surveil means look at the top card of your library and leave it there or put it into your graveyard). Spatial Anomaly and Subspace Anomaly are colorless utility lands that sacrifice for an effect and leave a New Planet behind. Unexplored Territory is a one-mana sacrifice for a tapped basic. The ten common Planets and Starfleet Academy are covered above.
Engineered Explosives gets a reprint at rare. The colorless mythic Crystalline Entity is an flier that destroys every nonartifact creature when it enters, if you cast it, and the colorless rares include Replicator (
,
: a tapped copy of any token you control) and The Holodeck, which lets you play one permanent card a turn from your graveyard or from outside the game. In Commander the outside-the-game half does nothing, since effects that fetch cards from outside the game do not function in the format, so read it as a seven-mana graveyard engine.
What happens next
The set page keeps filling in as the last cards are revealed, and it is where the full gallery lives, filterable by color and rarity. The companion products have their own pages: Star Trek Commander for the preconstructed decks and Stardates for the bonus sheet. Our Combos by Set page for Star Trek already lists 348 combos the set's cards take part in, 75 of them two-card, and it grows as the combo databases catch up to the full set.
When your prerelease pool or your first boosters arrive, the deck builder already knows every card above, and the bracket calculator will tell you what a Spock or an M'Benga did to your deck's number before your pod does.
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