Update, November 8

Weekend prerelease record: 3-5 across two nights. Friday I went 1-3 with a slow red-white deck and benched my best cards. Saturday I went 2-2 and missed a pool with 13 artifact creatures. The bright spot was opening 11 nonbasic lands, including Steam Vents and Blood Crypt. Next up is a Star Trek draft at Ancient Tomb on Saturday, November 14, where I am hoping to go artifacts. Friday breakdown, Saturday breakdown, or the two cards I am taking into Commander.

The Quick Facts

Magic: The Gathering | Star Trek is a Universes Beyond set that pulls from the whole franchise, not one show. It is Standard legal, it is the last set of 2026, and it has about 300 cards in the main set with 25 mythics and 80 rares. The prerelease runs November 6 to 12 and the full release is November 13.

Prerelease Kit
What is in the box
Format Sealed deck. Build a 40-card deck from your pack plus any number of basic lands. Sealed
Boosters Six Play Boosters per Prerelease Pack. 6 packs
Extras One traditional foil promo card, a deck box, and a spindown life counter die. + promo
Dates Events can start at noon local time on Friday, November 6, and run through November 12. Your store picks its own schedule. Nov 6 to 12

Four Commander precons ship alongside the main set (Federation Fleet, Landing Party, Klingon Fury, and We Are the Borg), but they are not part of the prerelease. A few mechanics only exist in those decks, and I cover them near the end so nothing surprises you.

Star Trek Vocabulary for People Who Have Not Seen Star Trek

Before the mechanics, the words. Most of the cards in this set are named after characters, ships, and episodes, and the flavor does a lot of work once you know who is who. This is the short version I wish someone had handed me.

The Factions
Who is who, and where they show up in Magic
Federation The alliance of planets that Starfleet serves. Starfleet is its exploration and defense fleet. Most of the heroes you will see are Starfleet. Cards: Captain Jean-Luc Picard, Captain James T. Kirk, Captain Kathryn Janeway. Heroes
Officer A Starfleet rank. In Magic it is a creature type, and a bunch of cards make 1/1 red Officer tokens. Cards: Academy Instructor, Tactical Officer. Creature type
Klingons A proud warrior culture from the planet Qo'noS. They show up as red and black Klingon Warriors and Klingon Warrior tokens. Cards: Worf, Munitions Enthusiast. Aggro
Borg Cyborgs with a hive mind who force everyone else to join them. Almost all of them are artifact creatures in white and black. Cards: Borg Cube, Locutus, Collective Drone. Artifacts
Romulans Secretive cousins of the Vulcans who do not get along with Starfleet. Black and blue, with 2/2 black Romulan tokens. Cards: Sela, Tal Shiar Operative. Tokens
Cardassians and Bajorans From Deep Space Nine. The Cardassians occupied the planet Bajor, and the Bajorans are the people who lived through it. Cards: Gul Dukat, Kai Winn, Kira Nerys. DS9
Ferengi Profit-obsessed traders with a book of business rules. Treasure tokens are their thing. Cards: Quark, Grand Nagus Zek, Rules of Acquisition. Treasure
The Dominion An empire run by shapeshifters called Changelings, with soldiers (Jem'Hadar) and diplomats (Vorta). Changelings copy things, which is why they copy things in Magic. Cards: Dominion Saboteur, Dominion Assault Force, Dominion Supervisor. Clones
Vulcans Famously logical. Spock is one. Cards: Mr. Spock, Highly Illogical, Live Long and Prosper. Blue
Q A being with godlike powers who treats the Enterprise crew as entertainment. Cards: Q, Q Continuum. Chaos

A few technology words also show up as cards, and they are all easy: the Tricorder is a scanner, the Combadge is the little communicator on the uniform, a Replicator makes food on demand, and the Holodeck is a room that simulates anything. That is why Emergency Medical Hologram is an Illusion and why Malfunctioning Holodeck does what it does. A Spacecraft is just a starship, and a Planet is a land named after a place like Vulcan, Bajor, or Qo'noS.

The cards come from every series, and the set loves a crossover. Here is the quick map of where the legends come from:

Where the Legends Come From
One or two examples from each series

Spacecraft and Station: The Starships

Spacecraft and Station are back from Edge of Eternities, so if you played that set you already know the idea. If you did not: a Spacecraft is an artifact that starts as a harmless non-creature. You Station it by tapping another untapped creature you control. That puts charge counters on the Spacecraft equal to the tapped creature's power. Station is sorcery speed, it costs no mana, and the counters stay put. Once the Spacecraft has enough counters to reach its threshold (shown as a number with a plus, like 6+), it becomes an artifact creature with the stats printed at that level.

This is not Crew. Crewing a vehicle is a one-turn thing. Stationing is a slow build, so the cheap Spacecraft are the ones you want in limited and the huge ones are more of a late-game goal. The numbers vary a lot: Oberth-Class Starship turns into a 2/2 flyer at 6 counters, Enterprise NX-01 needs 6, and U.S.S. Excelsior needs 8 but kills a tapped creature the moment it enters.

Most Spacecraft do something useful before they become creatures. Suurok-Class Science Vessel draws a card on entry, Oberth-Class Starship fetches a Plains, and U.S.S. Enterprise-D exiles and lets you play cards off the top as counters land on it. Warp Core and Lt. Cmdr. Geordi La Forge are the support pieces that put more counters on them faster. The one I would be nervous about is Borg Cube. It exiles a creature when it enters and assimilates one when it attacks, but it takes 12 counters to become a creature, so it is a long-game card.

Rules Reminder

A Spacecraft that is not a creature can't attack or block, and a few of them, like Romulan Bird-of-Prey, get hexproof while they are not creatures. Some Spacecraft never become creatures at all. Read the bottom of the card before you plan around it.

Beam Me Up: Spells From the Graveyard

Beam me up is a flashback with a catch. It lets you cast an instant or sorcery from your graveyard for the cost printed after the keyword, but only if you also return a creature you control to its owner's hand. Then the spell is exiled. So it is a second use of the spell at the price of a creature bounce, which is great with enter-the-battlefield creatures and awkward if your board is thin.

Examples: Open Communications is a one-mana cantrip that you can recast later, Energize bounces a creature twice, and Transporter Malfunction deals 3 damage on the front end and can be beamed up for six mana in a pinch. Boarding Action and Pure Energy are the solid commons. The mythic Scotty gives every instant and sorcery in your graveyard beam me up for its normal mana cost during your main phase, which is a very good deal.

Face a Dilemma: Modal Spells Get Bonuses

You face a dilemma whenever you choose one or more modes for a spell or ability. Any card that says "choose one" or "choose two" counts, including triggered abilities. Wizards confirmed that the trigger happens even if the spell gets countered, because choosing modes is what counts, not resolving. Plenty of commons give you the setup, and then the payoffs come in a few flavors.

Common enablers: Command Decision, Federation Probe, Federation Field Medic, Set Phasers to . . ., Consider the Prime Directive, and Make It So. Payoffs: Melkotian Adjudicator grows a flyer every time, Obsidian Order Operative drains for 1, Jett Reno grows, and the rares and uncommons are scarier: Elim Garak drains for 2 and Seven of Nine draws a card, and Captain Benjamin Sisko turns dilemmas into 1/1 Officers at your end step.

If you are black and blue, count your modal spells before you count your bombs.

Federation and the Borg: Count the Creature Types

Federation is an ability word. It does not do anything on its own. It tells you the card cares about the number of different creature types among your non-Borg creatures. Wizards clarified that if you control a Borg creature, its other creature types do not count unless a non-Borg creature has them too.

That makes Humans with stacked types your best friends. A creature like Dr. McCoy (Human Doctor) is two types by himself, and a legendary with three types is more. Cards that use it: Saavik deals damage to an attacker or blocker, Hoshi Sato digs for what you need, Captain Jonathan Archer pumps, and Sarek draws cards in a three-color deck. The big payoff is Infinite Diversity at nine mana, and Starfleet Academy is a land that turns it into mana. Changelings count as every creature type, and Dominion Infiltration makes temporary changeling copies of your opponents' creatures.

Assimilate is the Borg keyword action. It puts a card onto the battlefield under your control with a +1/+1 counter, and it becomes a Borg artifact creature and loses its other creature types. If the thing is already on the battlefield, you gain control of it first. It is a Commander-heavy mechanic: in the main set, only the mythics Borg Cube and Death Is Irrelevant assimilate. The Borg in the sealed pool are mostly about artifact creatures, which I get to in the archetypes.

Strange New Worlds, Planets, and Landfall

Strange new worlds is the second ability word. It counts the lands you control with different names, and each name counts once. Basics count because Plains and Island are different names, which means a plain two-color deck starts with 2 for free. The Planet lands (like Andoria, Risa, and Vulcan), the ten shocklands, the Anomaly lands, and the utility lands add more names. A "New Planet" token counts as one name no matter how many you make.

The top end is where it pays: Captain Pike has power and toughness equal to the count, The Traveler does the same for power, Deep Space Scan draws that many, and Excalbian Gamemaster makes that many Officers. Cheaper payoffs exist too, like Suus Mahna Practitioner and Astute Terraformer. You do not need a perfect mana base. You need to play the Planet lands your pool gives you instead of cutting them for a basic.

Landfall is back, and Planet tokens make it better. Stable Wormhole makes a tapped Planet every time you attack, which means a landfall trigger every combat. Other landfall cards: Planetary Patrol, Xindi Surveyors, Saurian Explorer, Syndicate Liquidators, and Captain Michael Burnham. Final Frontier and Genesis Device both fetch Planets, and the Anomaly lands like Subspace Anomaly turn into one when they are sacrificed.

The Smaller Stuff That Will Come Up at the Table

Total power 8 or greater. Several cards check whether the creatures you control have total power 8 or greater, usually as "whenever you attack while..." It is mostly red and white, and it rewards going wide. Tactical Officer, Cantankerous Captain, La'An Noonien-Singh, Una Chin-Riley, and Kirk all use it. Add the power on your whole board before you declare attackers.

Wording tip for Cantankerous Captain. It gives a creature +1/+0 at the beginning of combat, and then checks whether your creatures have total power 8 or greater to give that creature menace. The +1/+0 resolves first. So if you target one of your own creatures and your total power is 7, the pump pushes you to 8 and the menace turns on too. It read a little tricky to me at first glance. It worked well for me on Friday, though I only got menace some of the time.

Stun counters. If a permanent with a stun counter would untap, you remove one counter instead. It is basically a delayed tap-down. Set Phasers to . . ., Consider the Prime Directive, Constable Odo, and Type-2 Phaser all use them.

Mission enchantments. Five uncommons put quest counters on themselves and get better as the game goes on: Support Mission, Conquest Mission, Vengeance Mission, Anthropological Mission, and Exploratory Mission. They are slow, but they generate value in grindy games.

Episode Sagas. A lot of the Sagas are named after specific episodes and films: The Measure of a Man, Amok Time, The Naked Time, In the Pale Moonlight, The City on the Edge of Forever, The Inner Light, All Good Things..., Year of Hell, and The Wrath of Khan. If you are on the watch list near the end of this article, those are the first ones you will recognize.

Commander-only mechanics. Battlefront counts how many opponents you attacked this turn and Seek Out triggers when you draw your second card each turn. You will not see either in a prerelease pool, but they are worth knowing if someone sits down with a precon.

The Ten Sealed Archetypes

Wizards has not published archetype names for this set, so these are my read of the full card list. Every two-color pair has three or more gold cards or hybrid cards pointing in the same direction, and that is how I grouped them. Treat them as a starting guess, then let your pool have the final vote.

Color Pair Cheat Sheet
Ten archetypes, ten gameplans
WU Spacecraft and stun counters. Hemmer and Constable Odo keep things tapped and flying, with Live Long and Prosper as the expensive finisher. Tempo
UB Dilemmas. Seven of Nine, Lore, and Mirror Universe Intrusion pair with the black payoffs. Value
BR Klingons and sacrifice. L'Rell, Gowron, and The Duras Sisters turn dying creatures into tokens and counters. Aggro
RG Landfall. Cleveland Booker, Dal R'El, and Hit It! reward every land drop and Planet token. Landfall
GW Counters and Doctors. Phlox, The Doctor, and The Inner Light spread +1/+1 counters. Midrange
WB Borg artifact creatures. Locutus, Zero, and Borg Cube love cheap artifact bodies. Go wide
UR Noncreature spells. Spock, Gray and Adira, and Year of Hell make spells matter. Spells
BG Graveyard value. Vash, Daniels, and Nog get paid when cards leave the yard. Grind
RW Total power 8. Kira Nerys, Kirk, and Worf want a wide board attacking together. Aggro
GU Strange new worlds. The Traveler, D'Vana Tendi, and All Good Things... reward lots of differently named lands. Ramp

There are also two three-color legends, Dathon (Temur) and Sarek (Bant). Neither is a realistic sealed plan unless your pool hands you a lot of fixing.

Key Removal By Color

If you only have twenty minutes to study, spend them here. Knowing what removal looks like in each color tells you more than memorizing every rare.

White, Blue & Green
Black & Red

Two details worth catching: Resistance Is Futile can't hit artifact creatures, and the Borg are full of them. Also, Eject the Warp Core gets much better if you can pay the kicker, so it wants sacrifice fodder like Borg tokens and Officers.

Bombs and Traps to Recognize

You do not need to memorize the rares and mythics, but know the ones that can end a game or lose you one.

Building Your 40

The same curve template I use for every set works here. It is a starting point rather than a rule, and slower decks lean higher.

Standard Sealed Curve
40-card deck, 23 nonland
1 Mana Cheap interaction and early plays 1 to 2 cards
2 Mana Your deepest slot 7 to 8 cards
3 Mana Removal and midrange threats 5 to 6 cards
4 Mana Bigger threats and payoffs 3 to 4 cards
5 Mana Your best rares and bombs 2 to 3 cards
6+ Mana Closers, only if they win the game 0 to 1 card
Lands 17, and the Planet taplands count 17

Star Trek adds two wrinkles to the usual math. First, the common Planet lands enter tapped (and gain you 1 life), so a deck with three or four of them will stumble if it is also an aggro deck. Second, the cards with basic landcycling (Humpback Whales, Horta, Free Borg Revolutionaries, and a few more) are effectively a land and a spell in one card, which is why some builds can get away with 16 lands.

Study Order

Skim the rares and mythics for recognition, spend the real time on the uncommons (that is where limited decks live), and read each common once so nothing surprises you with a round clock running. Then learn the removal in each color. If you have time before your event, read the gold cards for whichever two colors you open into.

What to Watch Before the Prerelease

I have no plan to finish The Next Generation before November 6, and you do not need to. The set leans heavily on a handful of stories, so a short list covers a lot of the cards that will show up in your matches. I have not watched most of these yet. I built the list from the card names and the episodes they are based on, so treat it as a map rather than a review. I kept it spoiler-light, but the Borg two-parter is a spoiler for anyone still early in the show.

A Short Watch List
Ordered by how many cards each one explains
TNG S2E16 Q Who. The Borg first show up here. It explains why they are artifact creatures and why "assimilate" is a keyword. Borg
TNG S2E9 The Measure of a Man. Data is on trial. This is the source of the Saga The Measure of a Man and a good way to meet Lieutenant Commander Data. Data
TNG S5E2 Darmok. Picard and a Tamarian captain named Dathon. Both modes on Dathon and Picard at El-Adrel come from this episode, and so does Dathon. Picard
TNG S5E25 The Inner Light. The Saga The Inner Light is named after this one. Watch it before you play the card. Saga
TNG S3E26 and S4E1 The Best of Both Worlds. The Borg return in a two-parter. This is where Locutus comes from. Light spoilers for the Borg arc. Borg
Film Star Trek II: The Wrath of Khan. One movie that explains Khan (Vengeful Heart), Khan (Despot by Design), Kobayashi Maru Scenario, Genesis Effect, The Wrath of Khan, and Khaaaaaaaaaaaannn!. Six cards
Film Star Trek IV: The Voyage Home. The reason Humpback Whales and H.M.S. Bounty exist. Whales
DS9 S6E19 In the Pale Moonlight. It is deep in the series, so you will miss some context, but it features Sisko and Garak. It is the source of the Saga In the Pale Moonlight. DS9

I bounced off the original series, so I will not pretend it is required. If you did too, the movies above cover the Kirk and Spock cards that matter, and the one original series episode I would still queue is The City on the Edge of Forever (S1E28), because the Saga The City on the Edge of Forever is a rare you could actually open.

The Pool Is Loaded: Practice Before Prerelease

Star Trek is loaded in the Prerelease Gauntlet. It is the practice tool I built for exactly this: pick Star Trek from the set list, open six packs, sort by rarity, and see which pair your pool is actually pointing at, with real rarity distribution and role tags on every card.

Free Tool

Practice Your Pool Before Prerelease

Star Trek is loaded. Real cards, real rarity distribution, role tags on every card. Pick Star Trek from the set list and open some packs.

Open the Prerelease Gauntlet

What to Take Away Right Now

My Friday Night: 1-3 and Everything I Did Wrong

Update from November 7: I played the Friday night prerelease and went 1-3. I am a non-Trekkie who read his own article, then built a deck that ignored half of it. You asked for honesty last time, so here is the full autopsy, including the parts that make me look bad. That is the whole point of writing these.

Friday Night Prerelease
Red-white, sealed, four rounds
Round 1 Lost 1-2 and went to a third game. L 1-2
Round 2 Lost 1-2 and went to a third game again. L 1-2
Round 3 The one clean win. Took it 2-0. W 2-0
Round 4 Never got going. Lost 0-2. L 0-2
Total Friday match record 1-3. Game record 4-6. 1-3

The deck was red-white with Kirk, two Cantankerous Captain, two Malfunctioning Holodeck, Command Decision, Planetary Bombardment, and Khaaaaaaaaaaaannn!. It had plenty of removal and it never ran out of gas. It was just slow. After the official rounds I swapped the white for black, and that version was equally slow, which told me the problem was the red core and the curve and not the second color.

Even so, it was a fun night. I am not a Trekkie, I did not know half the names across the table, and I still enjoyed every round. Losing three of four to a set I barely know did not sour that, and I think that says something good about the set.

What I Did Wrong

I lined the pool up against my own archetype notes afterward and the problems were not subtle. In rough order of how much they cost me:

Checklist For Next Time

Lay out the entire pool by color pair before you commit. Then count three things for each pair: evasion, creatures at four mana or more, and gold cards. The pair with the best count in those three is usually the deck, not the pair with the most removal.

One note on the archetype table above. I called red-white the total power 8 deck, and in my hands it played slower than the table implies. The payoffs need a wide board, and my deck did not have enough bodies to reach 8 power on its own. Treat that pair as a deck that needs real creatures, not just good cards.

Saturday Night: 2-2 and a Pool Full of Artifacts

Saturday went better on paper and I still left thinking I missed the deck. I went 2-2, and I played three different builds without ever playing the one I now think was right.

Saturday Night Prerelease
Red-black, then white-blue, same pool
Round 1 Red-black. Lost 1-2 to a great, seasoned player. L 1-2
Round 2 Red-black. Won 2-0. With time left after the match, I built a white-blue deck. W 2-0
Round 3 Red-black. Lost 0-2. We played a third game for fun and I ran white-blue. It did OK. The synergy was there, but their deck was just better. L 0-2
Round 4 Won 2-1. I won game one with red-black, then went 1-1 with white-blue. W 2-1
Saturday Match record 2-2. Game record 5-5. 2-2
Weekend Friday plus Saturday. Match record 3-5, game record 9-11. 3-5

The red-black deck was fine. It had The Wrath of Khan, Plasma Cascade, He's Dead, Jim, two Tal Shiar Analyst, La'An, Cantankerous Captain, and two Horta. It lacked evasion and had very little at the top of the curve. The white-blue deck had real flyers and V'Ger, but a clunkier curve.

Eleven Nonbasic Lands

The best part of the weekend was the mana. I opened 11 nonbasic lands in one pool, and I am pumped about it. That includes Steam Vents and Blood Crypt, the rare The Unicomplex, four Planet lands (Bajor, Cardassia Prime, Earth, Sector 001, and Romulus), Spatial Anomaly, Gaseous Anomaly, and two Unexplored Territory. Blood Crypt and The Unicomplex helped the black-red deck. Steam Vents sat in the sideboard because I never ended up in blue-red. And Cardassia Prime is a white-black land that I never got to play, which tells you where this is going.

What I Think I Should Have Built

Looking at the pool the next day, I should have built white-black artifacts. I wrote almost that exact deck into this article and then did not build it on either night. Here is what the pool actually had:

Count Your Types

Before you build, count every creature type and card type in the pool: artifacts, Officers, Klingons, Humans, Borg. Then look at the rares. Thirteen artifact creatures is a deck by itself, and I missed it two nights in a row because I went looking for my best individual cards instead of my best group of cards.

Two Cards I Am Taking Into Commander

Two cards from my Friday pool have already stopped being limited cards in my head.

Georgiou is a six-mana 4/6 in black. You do not lose the game for having 0 or less life. At the beginning of your end step, you lose 3 life and draw a card, and then if your life total is 0 or less, you create ten 1/1 red Officer tokens. In Commander you start at 40, so you get a lot of free cards before the Officers show up. I have not built it yet, but it looks insanely fun to me. A draw engine that eventually floods the board is exactly the kind of deck I want to sit down with.

It comes with real caveats. Commander damage and poison counters still kill you, so a table full of attackers is a problem. And if Georgiou leaves the battlefield while you are at 0 or less life, you lose. Keep that in mind before you point removal at her, and before an opponent points it at you.

Gwyndala is a rare two-drop in blue. When she enters, she creates a colorless Equipment token named Neuroflux Heirloom (equipped creature gets +1/+1, equip {2}) and attaches it to herself. Then her {2} ability makes each Equipment token you control become a copy of target Equipment you control until end of turn. That means the token can turn into Umezawa's Jitte or Shadowspear if you control one. She is going into my Captain America Voltron deck, where the whole plan is one creature carrying a lot of equipment. If you want to see that deck, I wrote about it here: Two Marvel Commander Decks: Nick Fury and Captain America.

Here is the full list as it stands today. Gwyndala is not in it yet, so something is coming out. The commander is Captain America, First Avenger, and the deck is white, blue and red with a lot of equipment.

Commander, White (20)
Blue (4) and Red (12)
Multicolor (7) and Colorless (23)
Lands (33)

Before You Go

This is a living document. Both nights of my prerelease are written up above, and I will keep updating the archetype notes as I learn what actually works. Next up is a Star Trek draft at Ancient Tomb on Saturday, November 14. I am hoping to end up in artifacts, but that depends on the cards that come to me, and I will follow the packs if they say otherwise. Artifact creatures are often colorless or hybrid, which keeps my colors open early, so I will count artifact creatures, evasion, and 4-5 drops as I pick instead of waiting until deck building. Win or lose, I will post how it went, including the picks I wish I had made. And if you are watching along with me, I would love to hear which episode got you. Captain Jean-Luc Picard is a mythic in this set, so if you open him at your prerelease, it is a good moment to remember the man who played him. Rest in peace, Sir Patrick.

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