Blueplzz
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Commander
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Commander
Captain Benjamin Sisko
At the beginning of your end step, create a 1/1 red Officer creature token for each dilemma you've faced this turn.
, : Exile the top five cards of your library. You may cast any number of spells with mana value less than or equal to the number of Officers you control from among those cards without paying their mana costs.
, : Exile the top five cards of your library. You may cast any number of spells with mana value less than or equal to the number of Officers you control from among those cards without paying their mana costs.
Legendary Creature - Human Officer

Commander
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Artifact
Deep Space 9
When Deep Space 9 enters and at the beginning of your upkeep, exile the top four cards of your library. Put all permanent cards exiled this way onto the battlefield.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
9+ | Creatures you control get +3/+3.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
9+ | Creatures you control get +3/+3.
Legendary Artifact - Spacecraft

Enterprise NX-01
When Enterprise NX-01 enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying, vigilance
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying, vigilance
Legendary Artifact - Spacecraft

U.S.S. Discovery, at Black Alert
Whenever U.S.S. Discovery enters or attacks, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Station
6+ | Flying
Station
6+ | Flying
Legendary Artifact - Spacecraft

U.S.S. Enterprise-A, Free Spirit
Ward
When U.S.S. Enterprise-A enters, create three 1/1 red Officer creature tokens.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying, lifelink
When U.S.S. Enterprise-A enters, create three 1/1 red Officer creature tokens.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying, lifelink
Legendary Artifact - Spacecraft

U.S.S. Excelsior, Cutting Edge
When U.S.S. Excelsior enters, destroy target tapped creature an opponent controls.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
8+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
8+ | Flying
Legendary Artifact - Spacecraft

U.S.S. Reliant, From Hell's Heart
Whenever U.S.S. Reliant enters or deals combat damage to a player, return target creature card with mana value 4 or less from your graveyard to the battlefield with a finality counter on it.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.)
10+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.)
10+ | Flying
Legendary Artifact - Spacecraft

Artifact
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Copy
Dominion Saboteur
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it isn't legendary. If you do, it enters with additional counters on it equal to the same number and kinds of counters the copied permanent has on it.
Creature - Shapeshifter

Copy
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Counters
Counters
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Creature
Captain Jean-Luc Picard
Other creatures you control get +1/+1.
Whenever you cast a creature or Spacecraft spell, create a 1/1 red Officer creature token.
Tap seven untapped Officers you control: Search your library for a Spacecraft card, put it onto the battlefield with seven charge counters on it, then shuffle.
Whenever you cast a creature or Spacecraft spell, create a 1/1 red Officer creature token.
Tap seven untapped Officers you control: Search your library for a Spacecraft card, put it onto the battlefield with seven charge counters on it, then shuffle.
Legendary Creature - Human Officer

Captain Pike, Fullness of Time
Strange new worlds — Captain Pike's power and toughness are each equal to the number of differently named lands you control.
You may look at the top card of your library any time.
You may play lands from the top of your library.
You may look at the top card of your library any time.
You may play lands from the top of your library.
Legendary Creature - Human Scout Officer

Dr. McCoy, Surly Surgeon
When Dr. McCoy enters, put a +1/+1 counter on another target creature you control.
If another creature you control with a +1/+1 counter on it would be destroyed, instead remove all +1/+1 counters from it and all damage already dealt to it is healed.
If another creature you control with a +1/+1 counter on it would be destroyed, instead remove all +1/+1 counters from it and all damage already dealt to it is healed.
Legendary Creature - Human Doctor

Ensign Pavel Chekov
Strange new worlds — When Ensign Chekov enters, each opponent exiles the top X cards of their library, where X is the number of differently named lands you control. For each opponent, choose a land card that player owns exiled this way. You may play the chosen cards for as long as they remain exiled.
Legendary Creature - Human Pilot

Jadzia Dax, Living Legacy
At the beginning of your first main phase, put a +1/+1 counter on Jadzia Dax, then add an amount of equal to the number of counters on her.
Transfer Symbiont — , Discard this card: Put two +1/+1 counters on target creature.
Transfer Symbiont — , Discard this card: Put two +1/+1 counters on target creature.
Legendary Creature - Scientist Trill

Jake Sisko, War Correspondent
Landfall — Whenever a land you control enters, you gain 1 life. If this is the second time this ability has resolved this turn, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Legendary Creature - Human Citizen

Scotty, Miracle Worker
During your main phase, each card in your graveyard has beam me up. The beam me up cost is equal to that spell's mana cost. Scotty can't be beamed up to cast a spell this way. (Only instant and sorcery spells can be cast this way. You may cast a card from your graveyard for its beam me up cost if you also return another creature you control to its owner's hand. Then exile that spell.)
Legendary Creature - Human Artificer

Subcommander T'Pol
Flash
When Subcommander T'Pol enters, choose one —
• Counter target activated or triggered ability.
• Tap up to one target artifact or creature. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
When Subcommander T'Pol enters, choose one —
• Counter target activated or triggered ability.
• Tap up to one target artifact or creature. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Legendary Creature - Scientist Vulcan

Creature
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Draw
U.S.S. Enterprise-D, Galaxy-Class
Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this turn.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying, vigilance
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying, vigilance
Legendary Artifact - Spacecraft

Draw
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Enchantment
Exploratory Mission
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. Then exile cards from the top of your library until you exile a nonland card. You may play that card this turn. If this enchantment has five or more quest counters on it, add .
Enchantment

In the Pale Moonlight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a nontoken creature of their choice.
II — Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
III — You may sacrifice an artifact or creature. If you do, create two 2/2 black Romulan creature tokens.
I — Each opponent sacrifices a nontoken creature of their choice.
II — Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
III — You may sacrifice an artifact or creature. If you do, create two 2/2 black Romulan creature tokens.
Enchantment - Saga

Kobayashi Maru Scenario
At the beginning of your upkeep, choose one that hasn't been chosen —
• Hail — Return up to one target creature an opponent controls with mana value 3 or less to its owner's hand.
• Sensors — Draw two cards.
• Transport — Create two 1/1 red Officer creature tokens.
• Abandon Ship — You lose the game.
• Hail — Return up to one target creature an opponent controls with mana value 3 or less to its owner's hand.
• Sensors — Draw two cards.
• Transport — Create two 1/1 red Officer creature tokens.
• Abandon Ship — You lose the game.
Enchantment

Peace in Our Time
At the beginning of combat on each player's turn, that player may draw a card. If they do, they can't attack this turn and you put a peace counter on this enchantment.
At the beginning of your upkeep, if this enchantment has twelve or more peace counters on it, you win the game.
At the beginning of your upkeep, if this enchantment has twelve or more peace counters on it, you win the game.
Enchantment

Tell Me What You See
When this enchantment enters, target opponent may have you draw a card. If they don't, they lose 4 life and you surveil 1.
Whenever you face a dilemma, you may return this enchantment to its owner's hand. (You face a dilemma as you choose one or more modes for a spell or ability.)
Whenever you face a dilemma, you may return this enchantment to its owner's hand. (You face a dilemma as you choose one or more modes for a spell or ability.)
Enchantment

The Inner Light
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Return target green or white creature card from your graveyard to the battlefield.
II — Choose target creature. Whenever it deals combat damage to a player this turn, you draw that many cards.
III — You gain life equal to the greatest power among creatures you control. Create a Treasure token.
I — Return target green or white creature card from your graveyard to the battlefield.
II — Choose target creature. Whenever it deals combat damage to a player this turn, you draw that many cards.
III — You gain life equal to the greatest power among creatures you control. Create a Treasure token.
Enchantment - Saga

The Measure of a Man
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile up to one target nontoken artifact or creature.
II — Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
III — Return the exiled card to the battlefield under its owner's control. You gain 2 life.
I — Exile up to one target nontoken artifact or creature.
II — Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
III — Return the exiled card to the battlefield under its owner's control. You gain 2 life.
Enchantment - Saga

The Wrath of Khan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga deals 4 damage to target creature an opponent controls. At the beginning of the next combat this turn, gain control of that creature until end of turn. Untap it. It gains haste until end of turn.
II — You may exile a card from your hand. If you do, draw a card.
III — Each opponent sacrifices a nontoken permanent of their choice.
I — This Saga deals 4 damage to target creature an opponent controls. At the beginning of the next combat this turn, gain control of that creature until end of turn. Untap it. It gains haste until end of turn.
II — You may exile a card from your hand. If you do, draw a card.
III — Each opponent sacrifices a nontoken permanent of their choice.
Enchantment - Saga

Those Old Scientists
(As this Saga enters and after your draw
step, add a lore counter. Sacrifice after III.)
I — Draw two cards, then discard two cards.
II — Return up to one target artifact, instant, or sorcery card from your graveyard to your hand.
III — Choose up to two target cards in graveyards. The owners of those cards shuffle them into their libraries.
step, add a lore counter. Sacrifice after III.)
I — Draw two cards, then discard two cards.
II — Return up to one target artifact, instant, or sorcery card from your graveyard to your hand.
III — Choose up to two target cards in graveyards. The owners of those cards shuffle them into their libraries.
Enchantment - Saga

Enchantment
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Instant
Instant
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Land
Land
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Mill
Mill
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Protection
Shields Up!
Target artifact or creature you control gains hexproof and indestructible until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Ramp
Ramp
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Removal
Amok Time
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature an opponent controls.
II — You gain 3 life.
III — Return target creature card from your graveyard to your hand.
I — Target creature you control fights up to one target creature an opponent controls.
II — You gain 3 life.
III — Return target creature card from your graveyard to your hand.
Enchantment - Saga

Consider the Prime Directive
Choose one —
• Interfere — Counter target spell unless its controller pays .
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.)
• Interfere — Counter target spell unless its controller pays .
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant

The City on the Edge of Forever
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — All artifacts and creatures phase out. Create a 0/1 white Human creature token with "Permanents can't phase in." (Treat phased-out permanents and anything attached to them as though they don't exist.)
II — You draw two cards and each player loses 2 life.
III — Sacrifice a creature token. If you do, you gain 5 life.
I — All artifacts and creatures phase out. Create a 0/1 white Human creature token with "Permanents can't phase in." (Treat phased-out permanents and anything attached to them as though they don't exist.)
II — You draw two cards and each player loses 2 life.
III — Sacrifice a creature token. If you do, you gain 5 life.
Enchantment - Saga

Removal
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Sorcery
Federation Resupply
Search your library for an Aura, Equipment, or Spacecraft card, reveal it, put it into your hand, then shuffle.
Beam me up (You may cast this card from your graveyard for if you also return a creature you control to its owner's hand. Then exile this spell.)
Beam me up (You may cast this card from your graveyard for if you also return a creature you control to its owner's hand. Then exile this spell.)
Sorcery

Rules of Acquisition
Choose one —
• Follow the 3rd Rule — Gain control of target nonland permanent an opponent controls. That opponent draws three cards.
• Follow the 98th Rule — Target opponent gains control of target nonland permanent you control. If they do, you draw three cards.
• Follow the 3rd Rule — Gain control of target nonland permanent an opponent controls. That opponent draws three cards.
• Follow the 98th Rule — Target opponent gains control of target nonland permanent you control. If they do, you draw three cards.
Sorcery

Sorcery
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Deck Info
Deck stats
CategoriesQtyOdds
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Description
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