AnaKawaii
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Commander
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{"ops":[{"insert":"Captain Kirk — Enterprise Voltron & Landfall"},{"attributes":{"header":1},"insert":"\n"},{"insert":"2026 Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Captain Kirk, Boldly Going commands this Bant bracket-4 deck, but Starship Enterprise is the principal attacker. Kirk finds that exact ship from the library or graveyard and boosts Spacecraft creatures by +3/+3. Fetch lands and repeated land entries build Enterprise’s charge counters; Luxior turns those counters into power. Equipment and combat support then turn a single ship into an enormous attacker, while Psychosis Crawler and Psychic Corrosion turn its mandatory combat draw into pressure against the whole table.\nThe list has 100 cards including Kirk, 36 lands, eleven fetch lands, all three Bant original dual lands, and thirteen creature cards with the Officer type including the commander. M’Ress, Galileo, and Captain Jean-Luc Picard make additional Officer tokens. The roster emphasizes Officers that support land development, stations, card access, or combat, leaving room for the requested equipment, landfall engines, protection, and graveyard recycling. The other three Spacecraft support development; Enterprise remains the main attacker.\nTurn five is the target for an explosive winning attack, not a promised result or a measured win rate. The deck needs the ship, enough counters, an effective payoff, and a safe attack window. This is an optimized thematic build rather than a claim of established cEDH performance. The new Trek cards release November 13, 2026, so preview games before release require the table’s agreement.\nGetting Enterprise Online"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Resolve Kirk early and normally find Starship Enterprise. His ability puts the card into your hand, not onto the battlefield. It can instead recover a basic land from your library or graveyard; a basic in hand still needs a land play or another effect to enter. Kirk’s trigger cannot search for every ship with Enterprise in its name. Only the exact card named Starship Enterprise is the ship option.\nEnterprise needs sixteen charge counters to become a creature and gain its flying and combat-damage draw abilities through station. Each land entry puts four charge counters on it. Four ordinary land entries supply sixteen; playing and cracking two fetch lands also supplies four entries. Ancient Greenwarden doubles these landfall triggers, making one played-and-cracked fetch worth sixteen charge counters. Its ability does not double the counters from a station activation.\nStation only during your own main phase with an empty stack. Sulu, Heroic Helmsman stations as though his power were tripled, so his unmodified two power supplies six counters. Kirk can supply three. Picard’s anthem increases the power used to station, and Fleet Captain Christopher Pike can untap two other creatures for more activations. The creature you tap to station can be newly entered because the ability belongs to the Spacecraft. A newly cast Enterprise still needs haste to attack that turn, even if you station it immediately.\nVoltron Package and Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Station Enterprise before equipping it: equip normally targets a creature. Luxior costs one to cast and three to equip to this ship. At sixteen charge counters, Luxior adds +16/+16. Enterprise’s base 4/6 plus Kirk’s bonus becomes 7/9, then 23/25 with Luxior alone. Blackblade Reforged adds power and toughness equal to your land count; its equip cost for a legendary creature is three. Shadowspear supplies trample and lifelink. Lightning Greaves supplies haste and shroud. Duelist’s Heritage and Akroma’s Will provide double strike.\nEnterprise is not your commander, so its damage is ordinary combat damage, not twenty-one-point commander damage. Kirk’s own combat damage is tracked separately. Trample matters against flying or reach blockers, and double strike can trigger Enterprise’s draw in both combat-damage steps only if it actually deals combat damage to a player in both. If the defending player loses after first-strike damage, do not count on a second hit against that player.\nGreaves’ shroud blocks your own equip abilities, Berserk, and Duelist’s Heritage. Move it to another creature before targeting Enterprise, or cast Berserk in your main phase before equipping Greaves for haste. If you move Greaves off a ship that entered this turn, it may no longer be able to attack. Heritage targets the attacker after attacks are declared, so it cannot target a shrouded ship. Akroma’s Will does not target and avoids that particular conflict. Keep these timing differences in mind rather than assuming every combat bonus can always be combined.\nLarge Draw Payoffs and the Fast Finish"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Psychosis Crawler makes each opponent lose one life for each card you actually draw. With Kirk, sixteen charge counters, and Luxior, Enterprise has twenty-three power. Berserk doubles that to forty-six and gives trample. If it deals forty-six combat damage to a player, its trigger draws forty-six cards; Crawler creates forty-six separate life-loss triggers against each remaining opponent. That can finish an ordinary forty-life table in one combat, provided you safely complete the draw and the relevant effects survive. Blockers, prevention, higher life totals, or interruption change the required damage.\nThe turn-five development goal is early acceleration and Kirk, Enterprise before the winning combat, then fetch-based charging and the required equipment. Try to have the ship in play a turn earlier, or have Greaves available for haste. Landfall can create substantially more than sixteen counters, allowing a large hit without every pump effect. Do not treat this multi-card ceiling as a guaranteed opening hand. Protect the ship and payoff rather than spending all resources on a turn-five attempt into obvious interaction.\nPsychic Corrosion makes each opponent mill two cards per actual card drawn. A forty-six-card draw therefore mills ninety-two cards from each opponent, normally enough for an ordinary remaining Commander library, but milling does not itself make a player lose immediately. Opponents normally lose when they next attempt to draw from an empty library. Shuffle triggers, replacement effects, and graveyard strategies can defeat or exploit milling. Crawler’s life loss is the preferred direct finish when available. Abundance’s replacement effects do not count as draws and trigger neither payoff.\nProtecting Your Library"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Enterprise’s combat-damage draw is mandatory. Know your remaining library size before attacking, especially with double strike. You cannot interrupt a single draw-many trigger halfway through to cast a card you just drew. Drawing the last available card is allowed; attempting another draw from the empty library causes a loss at the next state-based-action check, before you can cast Elixir afterward. Pending Crawler triggers do not rescue a player who has already lost for a failed draw.\nElixir of Immortality costs one to cast and two plus tapping to activate. It can activate immediately because an ordinary noncreature artifact is not restricted by summoning sickness. It gains five life and shuffles itself and your graveyard into the library. It does not return the cards in your hand. If you safely draw the whole library, you can then cast and activate it before a later draw, provided you have mana and priority. If an incoming Enterprise trigger would overdraw, use an already-deployed Elixir before that trigger resolves. Check the actual replenished card count; a small graveyard may still be insufficient.\nEndurance can enter at instant speed and put a chosen player’s graveyard onto the bottom of their library in random order. It is a second recycling option and graveyard interaction. Its evoke cost exiles another green card from your hand; that exiled card is not part of the recycled graveyard. You can order Endurance’s evoke sacrifice above its entry trigger to sacrifice it before recycling your own graveyard, allowing that trigger to include Endurance itself.\nAbundance provides the robust safety option. For each would-be draw, you may replace it with finding a land or nonland from the library. This is not drawing and can safely replace draws even when the chosen kind, or the entire library, is exhausted. During a large Enterprise draw, choose actual draws only when safe and useful for Crawler or Corrosion, then replace the remainder. Those payoff triggers wait until Enterprise’s whole trigger finishes resolving. With Sylvan Library, replacing all three draws can put three found cards into hand without Library’s life payment when no actually drawn cards remain to choose. Track any other cards actually drawn earlier that turn.\nMultiple Land Entries Every Turn"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The nine conventional fetch lands can find the original duals Tropical Island, Tundra, and Savannah or the appropriate shock lands. Prismatic Vista and Fabled Passage instead search for basics. A fetch land entering and its fetched land entering are separate landfall events. Exploration, Azusa, Dryad, and Captain Janeway increase land plays; they do not supply the cards to play. Kirk, Captain Pike, explore triggers, and the draw engines help supply them. Crucible lets you replay fetch lands from the graveyard, but every such play still uses an available land play.\nBurgeoning puts lands from your hand onto the battlefield when opponents play lands. It does not let Crucible put a land directly from your graveyard onto the battlefield on their turns. Nature’s Lore and Three Visits find Forest cards, including suitable duals. Harrow sacrifices a land as an additional cost and finds two basics untapped; losing it to a counterspell still costs the sacrificed land. Voyager reveals until two land cards are found and puts those onto the battlefield tapped, giving two entries. Scapeshift can replace several existing lands with fetch lands, producing many entries now and more when you crack those fetches.\nRetreat to Coralhelm turns land entries into creature untaps or scries. In your main phase, resolve a landfall untap of Sulu, then station with him while the stack is empty. You can crack a fetch afterward, resolve another untap, and station again. You cannot station in response to a landfall trigger or during combat. M’Ress and Galileo make Officer tokens from land entries; these supply more station activations and enable Captain Picard’s seven-Officer tutor. Extra land plays, fetch recursion, and multiple triggers are powerful but finite with the resources in this list.\nOfficers and Supporting Crew"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Captain Jean-Luc Picard provides an anthem, Officer tokens from creature and Spacecraft casts, and a seven-Officer Spacecraft tutor. Captain Janeway grants another land play and lets entering creatures explore; becoming a creature through station is not entering the battlefield. Captain Pike plays lands from the top but grants no extra land allowance. Brad Boimler improves counter placement for the turn after he becomes tapped. Ensign Harry Kim spends +1/+1 counters for cards; he cannot spend Enterprise’s charge counters.\nNyota Uhura, Communications supplies draw when opponents cast spells of the chosen mana value. Seven of Nine provides a draw and conditional discard each first main phase. Wesley supplies flexible flash interaction, including making a creature unblockable. Jonathan Archer supplies another body and a Federation pump for the ship. Kirk, Man of Action boosts the relevant crew and Spacecraft creatures. Non-Officer specialists remain because their roles are important: Sulu charges the ship, Hemmer protects Spacecraft during your turn, Stoneforge finds equipment, and the inexpensive mana creatures accelerate the four-mana commander.\nMulligans, Protection, and Recovery"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep two or three lands with green access, acceleration, and either an extra-land engine, card access, or a clear route to Kirk and Enterprise. A fetch with an original dual target and an early accelerator is a strong start. A hand of five-mana payoffs without development is not. Mox Diamond needs a land to discard, Chrome Mox needs an eligible colored nonartifact nonland card, and Mox Opal needs metalcraft. Lotus Cobra converts fetch entries into colored mana; float and spend it within the relevant step or phase.\nHemmer, Greaves, Heroic Intervention, Fierce Guardianship, Swan Song, and Wesley cover different threats. Indestructible does not stop exile or sacrifice. Swords and Cyclonic Rift clear problems or blockers. Enlightened Tutor and Federation Resupply find important equipment, Spacecraft, or other suitable pieces; the former puts its card on top. If Enterprise dies, Kirk can recover that exact card from your graveyard on his next entry or attack. Recovery from exile needs another plan, so protect against exile effects. Blinking Enterprise would remove its counters and detach equipment; this deck focuses on preserving the loaded ship.\nMana Base and Build Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The 36-land base has eleven fetch lands, three original duals, three shock lands, seven basics including snow basics, multiplayer bond lands, universal color sources, and utility lands. No land card is required to enter tapped in every circumstance; shock, bond, Passage, and Caverns performance still depends on their conditions. Minamo can untap an appropriate legendary permanent, but cannot target a shrouded Enterprise. Gaea’s Cradle depends on your creature count and is not a reliable first land without a creature. Preserve basic targets for Harrow, Vista, Passage, and Kirk.\nBuilt November 2, 2026 around the requested bracket-4 Enterprise Voltron plan, heavy landfall, original duals, new Officers, graveyard recycling, and large-draw payoffs. Psychosis Crawler and Corrosion replaced the earlier fleet-wide finish direction. Enterprise is the main attacker; the deck does not depend on Prometheus. Turn five is an intended fast line and has not been validated as a consistent multiplayer win through interaction.\nCard references: "},{"attributes":{"link":"https://scryfall.com/card/trc/85/captain-kirk-boldly-going"},"insert":"Captain Kirk"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/trc/122/starship-enterprise"},"insert":"Starship Enterprise"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/snc/240/luxior-giadas-gift"},"insert":"Luxior"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/cn2/175/berserk"},"insert":"Berserk"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/mkc/234/psychosis-crawler"},"insert":"Psychosis Crawler"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/m19/68/psychic-corrosion"},"insert":"Psychic Corrosion"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/c21/243/elixir-of-immortality"},"insert":"Elixir"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/cmm/884/abundance"},"insert":"Abundance"},{"insert":".\n"}]}
Captain Kirk, Boldly Going
Vigilance
Spacecraft creatures you control get +3/+3.
Whenever Captain Kirk enters or attacks, search your library and/or graveyard for a basic land card or a card named Starship Enterprise, reveal it, and put it into your hand. If you search your library this way, shuffle.
Spacecraft creatures you control get +3/+3.
Whenever Captain Kirk enters or attacks, search your library and/or graveyard for a basic land card or a card named Starship Enterprise, reveal it, and put it into your hand. If you search your library this way, shuffle.
Legendary Creature - Human Officer

Commander
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Crew
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Equipment
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Landfall
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Mana
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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 Jonathan Archer
When Captain Archer enters, create Porthos, a legendary 1/1 green Dog creature token.
Federation — , : Target creature you control gets +X/+X until end of turn, where X is the number of creature types among non-Borg creatures you control. Activate only as a sorcery.
Federation — , : Target creature you control gets +X/+X until end of turn, where X is the number of creature types among non-Borg creatures you control. Activate only as a sorcery.
Legendary Creature - Human Officer

Captain Kathryn Janeway
You may play an additional land on each of your turns.
Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
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

Seven of Nine, Unassimilated
At the beginning of your first main phase, draw a card. Then discard a card unless you control five or more differently named lands.
: Seven of Nine's base power and toughness become 7/9. Activate only if you control seven or more differently named lands.
: Seven of Nine's base power and toughness become 7/9. Activate only if you control seven or more differently named lands.
Legendary Creature Artifact - Human Officer

Wesley Crusher, Starfleet Cadet
Flash
When Wesley Crusher enters, choose two —
• Counter target noncreature spell unless its controller pays .
• Return target creature with mana value 2 or less to its owner's hand.
• Target creature can't be blocked this turn.
• Target player draws two cards, then discards two cards.
When Wesley Crusher enters, choose two —
• Counter target noncreature spell unless its controller pays .
• Return target creature with mana value 2 or less to its owner's hand.
• Target creature can't be blocked this turn.
• Target player draws two cards, then discards two cards.
Legendary Creature - Human Officer

Officers
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Exploration Broodship
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+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Shuttlecraft Galileo
Landfall — Whenever a land you control enters, create a 1/1 red Officer creature token.
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
Whenever Shuttlecraft Galileo attacks, up to seven target attacking creatures gain flying until end of 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 6+.)
6+ | Flying
Whenever Shuttlecraft Galileo attacks, up to seven target attacking creatures gain flying until end of turn.
Legendary Artifact - Spacecraft

Starship Enterprise
Landfall — Whenever a land you control enters, put four charge counters on Starship Enterprise.
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 16+.)
16+ | Flying
Whenever Starship Enterprise deals combat damage to a player, draw that many cards.
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 16+.)
16+ | Flying
Whenever Starship Enterprise deals combat damage to a player, draw that many cards.
Legendary Artifact - Spacecraft

U.S.S. Voyager, Lone Wanderer
When U.S.S. Voyager enters, reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
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, 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 8+.)
8+ | Flying, vigilance
Legendary Artifact - Spacecraft

Spacecraft
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Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

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

Support
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Captain Kirk — Enterprise Voltron & Landfall"},{"attributes":{"header":1},"insert":"\n"},{"insert":"2026 Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Captain Kirk, Boldly Going commands this Bant bracket-4 deck, but Starship Enterprise is the principal attacker. Kirk finds that exact ship from the library or graveyard and boosts Spacecraft creatures by +3/+3. Fetch lands and repeated land entries build Enterprise’s charge counters; Luxior turns those counters into power. Equipment and combat support then turn a single ship into an enormous attacker, while Psychosis Crawler and Psychic Corrosion turn its mandatory combat draw into pressure against the whole table.\nThe list has 100 cards including Kirk, 36 lands, eleven fetch lands, all three Bant original dual lands, and thirteen creature cards with the Officer type including the commander. M’Ress, Galileo, and Captain Jean-Luc Picard make additional Officer tokens. The roster emphasizes Officers that support land development, stations, card access, or combat, leaving room for the requested equipment, landfall engines, protection, and graveyard recycling. The other three Spacecraft support development; Enterprise remains the main attacker.\nTurn five is the target for an explosive winning attack, not a promised result or a measured win rate. The deck needs the ship, enough counters, an effective payoff, and a safe attack window. This is an optimized thematic build rather than a claim of established cEDH performance. The new Trek cards release November 13, 2026, so preview games before release require the table’s agreement.\nGetting Enterprise Online"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Resolve Kirk early and normally find Starship Enterprise. His ability puts the card into your hand, not onto the battlefield. It can instead recover a basic land from your library or graveyard; a basic in hand still needs a land play or another effect to enter. Kirk’s trigger cannot search for every ship with Enterprise in its name. Only the exact card named Starship Enterprise is the ship option.\nEnterprise needs sixteen charge counters to become a creature and gain its flying and combat-damage draw abilities through station. Each land entry puts four charge counters on it. Four ordinary land entries supply sixteen; playing and cracking two fetch lands also supplies four entries. Ancient Greenwarden doubles these landfall triggers, making one played-and-cracked fetch worth sixteen charge counters. Its ability does not double the counters from a station activation.\nStation only during your own main phase with an empty stack. Sulu, Heroic Helmsman stations as though his power were tripled, so his unmodified two power supplies six counters. Kirk can supply three. Picard’s anthem increases the power used to station, and Fleet Captain Christopher Pike can untap two other creatures for more activations. The creature you tap to station can be newly entered because the ability belongs to the Spacecraft. A newly cast Enterprise still needs haste to attack that turn, even if you station it immediately.\nVoltron Package and Combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Station Enterprise before equipping it: equip normally targets a creature. Luxior costs one to cast and three to equip to this ship. At sixteen charge counters, Luxior adds +16/+16. Enterprise’s base 4/6 plus Kirk’s bonus becomes 7/9, then 23/25 with Luxior alone. Blackblade Reforged adds power and toughness equal to your land count; its equip cost for a legendary creature is three. Shadowspear supplies trample and lifelink. Lightning Greaves supplies haste and shroud. Duelist’s Heritage and Akroma’s Will provide double strike.\nEnterprise is not your commander, so its damage is ordinary combat damage, not twenty-one-point commander damage. Kirk’s own combat damage is tracked separately. Trample matters against flying or reach blockers, and double strike can trigger Enterprise’s draw in both combat-damage steps only if it actually deals combat damage to a player in both. If the defending player loses after first-strike damage, do not count on a second hit against that player.\nGreaves’ shroud blocks your own equip abilities, Berserk, and Duelist’s Heritage. Move it to another creature before targeting Enterprise, or cast Berserk in your main phase before equipping Greaves for haste. If you move Greaves off a ship that entered this turn, it may no longer be able to attack. Heritage targets the attacker after attacks are declared, so it cannot target a shrouded ship. Akroma’s Will does not target and avoids that particular conflict. Keep these timing differences in mind rather than assuming every combat bonus can always be combined.\nLarge Draw Payoffs and the Fast Finish"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Psychosis Crawler makes each opponent lose one life for each card you actually draw. With Kirk, sixteen charge counters, and Luxior, Enterprise has twenty-three power. Berserk doubles that to forty-six and gives trample. If it deals forty-six combat damage to a player, its trigger draws forty-six cards; Crawler creates forty-six separate life-loss triggers against each remaining opponent. That can finish an ordinary forty-life table in one combat, provided you safely complete the draw and the relevant effects survive. Blockers, prevention, higher life totals, or interruption change the required damage.\nThe turn-five development goal is early acceleration and Kirk, Enterprise before the winning combat, then fetch-based charging and the required equipment. Try to have the ship in play a turn earlier, or have Greaves available for haste. Landfall can create substantially more than sixteen counters, allowing a large hit without every pump effect. Do not treat this multi-card ceiling as a guaranteed opening hand. Protect the ship and payoff rather than spending all resources on a turn-five attempt into obvious interaction.\nPsychic Corrosion makes each opponent mill two cards per actual card drawn. A forty-six-card draw therefore mills ninety-two cards from each opponent, normally enough for an ordinary remaining Commander library, but milling does not itself make a player lose immediately. Opponents normally lose when they next attempt to draw from an empty library. Shuffle triggers, replacement effects, and graveyard strategies can defeat or exploit milling. Crawler’s life loss is the preferred direct finish when available. Abundance’s replacement effects do not count as draws and trigger neither payoff.\nProtecting Your Library"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Enterprise’s combat-damage draw is mandatory. Know your remaining library size before attacking, especially with double strike. You cannot interrupt a single draw-many trigger halfway through to cast a card you just drew. Drawing the last available card is allowed; attempting another draw from the empty library causes a loss at the next state-based-action check, before you can cast Elixir afterward. Pending Crawler triggers do not rescue a player who has already lost for a failed draw.\nElixir of Immortality costs one to cast and two plus tapping to activate. It can activate immediately because an ordinary noncreature artifact is not restricted by summoning sickness. It gains five life and shuffles itself and your graveyard into the library. It does not return the cards in your hand. If you safely draw the whole library, you can then cast and activate it before a later draw, provided you have mana and priority. If an incoming Enterprise trigger would overdraw, use an already-deployed Elixir before that trigger resolves. Check the actual replenished card count; a small graveyard may still be insufficient.\nEndurance can enter at instant speed and put a chosen player’s graveyard onto the bottom of their library in random order. It is a second recycling option and graveyard interaction. Its evoke cost exiles another green card from your hand; that exiled card is not part of the recycled graveyard. You can order Endurance’s evoke sacrifice above its entry trigger to sacrifice it before recycling your own graveyard, allowing that trigger to include Endurance itself.\nAbundance provides the robust safety option. For each would-be draw, you may replace it with finding a land or nonland from the library. This is not drawing and can safely replace draws even when the chosen kind, or the entire library, is exhausted. During a large Enterprise draw, choose actual draws only when safe and useful for Crawler or Corrosion, then replace the remainder. Those payoff triggers wait until Enterprise’s whole trigger finishes resolving. With Sylvan Library, replacing all three draws can put three found cards into hand without Library’s life payment when no actually drawn cards remain to choose. Track any other cards actually drawn earlier that turn.\nMultiple Land Entries Every Turn"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The nine conventional fetch lands can find the original duals Tropical Island, Tundra, and Savannah or the appropriate shock lands. Prismatic Vista and Fabled Passage instead search for basics. A fetch land entering and its fetched land entering are separate landfall events. Exploration, Azusa, Dryad, and Captain Janeway increase land plays; they do not supply the cards to play. Kirk, Captain Pike, explore triggers, and the draw engines help supply them. Crucible lets you replay fetch lands from the graveyard, but every such play still uses an available land play.\nBurgeoning puts lands from your hand onto the battlefield when opponents play lands. It does not let Crucible put a land directly from your graveyard onto the battlefield on their turns. Nature’s Lore and Three Visits find Forest cards, including suitable duals. Harrow sacrifices a land as an additional cost and finds two basics untapped; losing it to a counterspell still costs the sacrificed land. Voyager reveals until two land cards are found and puts those onto the battlefield tapped, giving two entries. Scapeshift can replace several existing lands with fetch lands, producing many entries now and more when you crack those fetches.\nRetreat to Coralhelm turns land entries into creature untaps or scries. In your main phase, resolve a landfall untap of Sulu, then station with him while the stack is empty. You can crack a fetch afterward, resolve another untap, and station again. You cannot station in response to a landfall trigger or during combat. M’Ress and Galileo make Officer tokens from land entries; these supply more station activations and enable Captain Picard’s seven-Officer tutor. Extra land plays, fetch recursion, and multiple triggers are powerful but finite with the resources in this list.\nOfficers and Supporting Crew"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Captain Jean-Luc Picard provides an anthem, Officer tokens from creature and Spacecraft casts, and a seven-Officer Spacecraft tutor. Captain Janeway grants another land play and lets entering creatures explore; becoming a creature through station is not entering the battlefield. Captain Pike plays lands from the top but grants no extra land allowance. Brad Boimler improves counter placement for the turn after he becomes tapped. Ensign Harry Kim spends +1/+1 counters for cards; he cannot spend Enterprise’s charge counters.\nNyota Uhura, Communications supplies draw when opponents cast spells of the chosen mana value. Seven of Nine provides a draw and conditional discard each first main phase. Wesley supplies flexible flash interaction, including making a creature unblockable. Jonathan Archer supplies another body and a Federation pump for the ship. Kirk, Man of Action boosts the relevant crew and Spacecraft creatures. Non-Officer specialists remain because their roles are important: Sulu charges the ship, Hemmer protects Spacecraft during your turn, Stoneforge finds equipment, and the inexpensive mana creatures accelerate the four-mana commander.\nMulligans, Protection, and Recovery"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep two or three lands with green access, acceleration, and either an extra-land engine, card access, or a clear route to Kirk and Enterprise. A fetch with an original dual target and an early accelerator is a strong start. A hand of five-mana payoffs without development is not. Mox Diamond needs a land to discard, Chrome Mox needs an eligible colored nonartifact nonland card, and Mox Opal needs metalcraft. Lotus Cobra converts fetch entries into colored mana; float and spend it within the relevant step or phase.\nHemmer, Greaves, Heroic Intervention, Fierce Guardianship, Swan Song, and Wesley cover different threats. Indestructible does not stop exile or sacrifice. Swords and Cyclonic Rift clear problems or blockers. Enlightened Tutor and Federation Resupply find important equipment, Spacecraft, or other suitable pieces; the former puts its card on top. If Enterprise dies, Kirk can recover that exact card from your graveyard on his next entry or attack. Recovery from exile needs another plan, so protect against exile effects. Blinking Enterprise would remove its counters and detach equipment; this deck focuses on preserving the loaded ship.\nMana Base and Build Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The 36-land base has eleven fetch lands, three original duals, three shock lands, seven basics including snow basics, multiplayer bond lands, universal color sources, and utility lands. No land card is required to enter tapped in every circumstance; shock, bond, Passage, and Caverns performance still depends on their conditions. Minamo can untap an appropriate legendary permanent, but cannot target a shrouded Enterprise. Gaea’s Cradle depends on your creature count and is not a reliable first land without a creature. Preserve basic targets for Harrow, Vista, Passage, and Kirk.\nBuilt November 2, 2026 around the requested bracket-4 Enterprise Voltron plan, heavy landfall, original duals, new Officers, graveyard recycling, and large-draw payoffs. Psychosis Crawler and Corrosion replaced the earlier fleet-wide finish direction. Enterprise is the main attacker; the deck does not depend on Prometheus. Turn five is an intended fast line and has not been validated as a consistent multiplayer win through interaction.\nCard references: "},{"attributes":{"link":"https://scryfall.com/card/trc/85/captain-kirk-boldly-going"},"insert":"Captain Kirk"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/trc/122/starship-enterprise"},"insert":"Starship Enterprise"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/snc/240/luxior-giadas-gift"},"insert":"Luxior"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/cn2/175/berserk"},"insert":"Berserk"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/mkc/234/psychosis-crawler"},"insert":"Psychosis Crawler"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/m19/68/psychic-corrosion"},"insert":"Psychic Corrosion"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/c21/243/elixir-of-immortality"},"insert":"Elixir"},{"insert":"; "},{"attributes":{"link":"https://scryfall.com/card/cmm/884/abundance"},"insert":"Abundance"},{"insert":".\n"}]}


















































































