Now that preview season is over, we’re just a few days away from finally getting our hands on MTG Star Trek at Prerelease. Concerns over IP compatibility aside, this is looking like a pretty stellar set overall, with a ton of goodies for all kinds of MTG formats.
Commander players, in particular, are eating very well here indeed, as Star Trek introduces a bunch of interesting new Commanders. It also adds a huge array of new MTG cards for the Commander 99, the very best of which I’ve gathered here today for your consideration.
10 | Stable Wormhole

The “Stable” in the card name here feels pretty misleading, as this Wormhole is actually a very volatile Magic card. While the ceiling is incredibly high, the floor is a three-mana do-nothing enchantment, which is beyond unplayable in the current game.
In decks where you can attack early and consistently, like
Tifa Lockhart
Tifa Lockhart
Trample
Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn.
, this is essentially a better
Cultivate
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
that repeats every turn. Getting a tapped land every turn is strong enough, but the perfect fixing on offer is a huge boon.
There are also plenty of synergies you can tap into to make the lands here even better. Cards like
Amulet of Vigor
Amulet of Vigor
Whenever a permanent you control enters tapped, untap it.
, or
The Wandering Minstrel
The Wandering Minstrel
Lands you control enter untapped.
The Minstrel's Ballad — At the beginning of combat on your turn, if you control five or more Towns, create a 2/2 Elemental creature token that's all colors.
{3}{W}{U}{B}{R}{G}: Other creatures you control get +X/+X until end of turn, where X is the number of Towns you control.
in the command zone, will let you use your New Planets immediately. Since they’re tokens, doublers like
Parallel Lives
Parallel Lives
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
will massively increase your ramp potential as well.
Strong as these Magical Christmas Land scenarios are, Stable Wormhole falls apart pretty fast if your opponents are playing a responsible amount of removal. For that reason, it only just scrapes its way onto my list, despite the huge potential on offer.
9 | Merciful Mandate

If you’re a meddler at heart, then Merciful Mandate is a must-have from the MTG Star Trek Commander precons. This new instant gives you the rare ability to end an entire phase, specifically the combat phase, which opens up a bunch of interesting avenues.
At a base level, this is a funky
Fog
Fog
Prevent all combat damage that would be dealt this turn.
that also untaps your board for extra taps or blocks that turn cycle. Since ending the combat phase exiles all abilities on the stack, however, it’s also a weird kind of white
Counterspell
Counterspell
Counter target spell.
.
While this sounds niche, it actually has a fair few uses, whether it’s interrupting big
Fire Lord Azula
Fire Lord Azula
Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
turns, or countering
Aggravated Assault
Aggravated Assault
{3}{R}{R}: Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.
combos.
Speaking of combos, Merciful Mandate has some of its own with the ever-busted
Isochron Scepter
Isochron Scepter
Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
{2}, {T}: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
. Imprint Mandate onto Scepter, then animate it with something like
Puppet Crafting
Puppet Crafting
Enchant artifact or non-Aura enchantment
Enchanted permanent is a Construct creature with base power and toughness 5/5 in addition to its other types.
{4}{G}: Return this card from your graveyard to your hand.
, and you can untap it each turn to skip all opposing combat phases. This should buy you plenty of time to find a win, but I can pretty much guarantee it won’t buy you any friends.
8 | Lwaxana Troi, Charming Guest

On top of its spicy flavor implications, Lwaxana Troi is a pretty spicy card mechanically as well. By tapping it down for two mana, you can double the triggered abilities of any of your other creatures, which is a proven good time at this point.
Both
Roaming Throne
Roaming Throne
Ward {2}
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
and
Wizard’s Staff
Wizard’s Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard {1}
Equip {3}
see a ton of play for their trigger-doubling capabilities, and Lwaxana Troi adds yet more redundancy to that pile. For trigger-reliant Commanders like
Vivi Ornitier
Vivi Ornitier
{0}: Add X mana in any combination of {U} and/or {R}, where X is Vivi Ornitier's power. Activate only during your turn and only once each turn.
Whenever you cast a noncreature spell, put a +1/+1 counter on Vivi Ornitier and it deals 1 damage to each opponent.
and
Fire Lord Azula
Fire Lord Azula
Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
, this can seriously swing games in your favor.
While it’s more susceptible to removal than its peers, Lwaxana Troi does have its fair share of advantages. Being a two-mana creature lets it come down early ahead of a potential target, and it’s also easy to tutor up, through cards like
Imperial Recruiter
Imperial Recruiter
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
and
Birthing Pod
Birthing Pod
({G/P} can be paid with either {G} or 2 life.)
{1}{G/P}, {T}, Sacrifice a creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
.
Though it’s not a card for every deck, enough Commanders rely on their triggered abilities these days that I’m confident labeling Lwaxana Troi as a future staple.
7 | Dr. Beverley Crusher

The
Panharmonicon
Panharmonicon
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
design space of doubling various popular effects is definitely starting to wear thin at this point. That said, it’s also hard to deny how effective these cards often are, and Dr. Beverly Crusher is no exception.
In any kind of Lifegain deck, be it
Oloro, Ageless Ascetic
Oloro, Ageless Ascetic
At the beginning of your upkeep, you gain 2 life.
Whenever you gain life, you may pay {1}. If you do, draw a card and each opponent loses 1 life.
At the beginning of your upkeep, if Oloro is in the command zone, you gain 2 life.
or
Karlov of the Ghost Council
Karlov of the Ghost Council
Whenever you gain life, put two +1/+1 counters on Karlov.
{W}{B}, Remove six +1/+1 counters from Karlov: Exile target creature.
, Beverly’s first ability does an enormous amount of work. As we just saw with Lwaxana, triggered abilities are king these days, so double-dipping on a relatively cheap body is a big deal.
On top of this, Beverly Crusher lives up to her name by being a very serious threat on board, too. Every instance of lifegain nets her two +1/+1 counters, which can easily snowball into lethal damage alongside buffs like
Super State
Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
or
Grafted Exoskeleton
Grafted Exoskeleton
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.
Equip {2}
. You can even go infinite with [tootlips]Walking Ballista[/tootlips] and Agatha’s Soul Cauldron[/tootlips], dealing infinite damage to everything in play.
While it’s not the most exciting design, Dr. Beverly Crusher is undeniably one of the best new MTG Star Trek cards for the Commander 99. Every Lifegain deck, and a lot of white decks beyond that, are going to be making room for this legend on their crew soon.
6 | Mr. Spock, Science Officer
Buy At TCGplayer
Sometimes the simplest designs are the most effective, and they don’t get much simpler than Mr. Spock here. This is essentially a Teferi’s Ageless Insight on a body, but with the added upside of doubling your regular draw each turn as well.
At a base level this makes Spock a blue
Phyrexian Arena
Phyrexian Arena
At the beginning of your upkeep, you draw a card and lose 1 life.
provided it survives a turn, but the ceiling is far higher than that. Cantrips like
Ponder
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
suddenly become serious draw spells with Spock in play, and incidental draw from looting or Cycling starts putting you ahead rather than card neutral.
Spock is particularly ridiculous with cards that draw multiple cards at once, like
Brainstorm
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
and
Sylvan Library
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
. While you’ll still need to put cards back with them, drawing six at such a cheap rate is more than worth it. The same applies to staples like
Faithless Looting
Faithless Looting
Draw two cards, then discard two cards.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
and
Frantic Search
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
, which become downright incredible with Spock in play.
Factor in a fairly resilient body for four mana, and Mr. Spock looks like an easy addition to most blue decks in Commander. Card draw is, and always will be, a crucial part of the game, and it’s even better with this new banger in the mix.
5 | Khan, Vengeful Heart

From an incredibly generic design to a much more specific one, Khan, Vengeful Heart marks the midway point on my list. While it’s not the most splashable card in the world, it makes the cut here for its absurd interaction with
Food Chain
Food Chain
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
alone.
As with
Misthollow Griffin
Misthollow Griffin
Flying
You may cast this card from exile.
,
Eternal Scourge
Eternal Scourge
You may cast this card from exile.
When this creature becomes the target of a spell or ability an opponent controls, exile this creature.
, and
Squee, the Immortal
Squee, the Immortal
You may cast this card from your graveyard or from exile.
, Khan makes infinite creature mana with this iconic enchantment. Unlike those cards, Khan also lets you draw through your entire deck alongside your Commander, making it much more reliable as a combo finisher on its own.
It also helps that Khan is a serviceable beater and Aristocrats piece, where previous Food Chain creatures have been vanilla bodies. This makes the combo much easier to slot into any given Golgari deck, as you only need to run one dead card in Chain itself.
Because of this, players are already eyeing Khan up for slots in cEDH, where it could single-handedly bring Food Chain combos back into the metagame. With
Pia, Aether Ascetic
Pia, Aether Ascetic
When Pia enters, you may discard a card. If you do, search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
also giving the deck a boost this year, it may not be long before Wizards considers putting
Food Chain
Food Chain
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
back on the Game Changers list.
4 | Captain Kathryn Janeway

“You may play an additional land each turn” is a line of text that Wizards is getting a ton of mileage out of these days. Between
Icetill Explorer
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
and
Exploration Broodship
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.
, it’s easier than ever to stack lands and Landfall triggers, and Kathryn Janeway is another piece of that puzzle.
Being a four-drop creature with this text is honestly not bad, with cards like
Dryad of the Ilysian Grove
Dryad of the Ilysian Grove
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
seeing plenty of play largely because of it. This lets you reliably play out all the lands you grab from
Cultivate
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
and similar effects, while also popping off with Fetchlands and
Crucible of Worlds
Crucible of Worlds
You may play lands from your graveyard.
-style cards.
On top of that, Kathryn Janeway also offers a pretty ridiculous repeatable Explore ability that affects all your creatures, tokens included. A normal green creature deck will get a ton of value from this over time, but cards like
Scute Swarm
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
and
Springheart Nantuko
Springheart Nantuko
Bestow {1}{G}
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay {1}{G} if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
can go absolutely wild if you hit a land pocket.
Taken as a whole, Captain Kathryn Janeway feels like the definition of a Commander 99 staple. Landfall decks and Token decks will definitely run it, and most other green decks will have to find a good reason not to do so, too.
3 | Quark, Humble Proprietor

While Khan is the Star Trek card I’m most excited for gameplay-wise, Quark is probably my favorite design from the set. Wizards gives you the best Treasure producer of all time here, with the clever twist that it stops you from using those Treasures while it’s out. Water, water, everywhere, and not a drop to drink.
Thankfully, it’s not too difficult to find ways around Quark’s restriction, in a wide variety of decks. Any kind of sacrifice outlet, from
Phyrexian Altar
Phyrexian Altar
Sacrifice a creature: Add one mana of any color.
to
Goblin Bombardment
Goblin Bombardment
Sacrifice a creature: This enchantment deals 1 damage to any target.
, will get it out of the way for you. One-shot effects like
Diabolic Intent
Diabolic Intent
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
and
Culling the Weak
Culling the Weak
As an additional cost to cast this spell, sacrifice a creature.
Add {B}{B}{B}{B}.
are great options here too.
Sacrificing Quark aside, you can also bounce it back to your hand, or even just cast a board wipe and let it die that way. Once it’s out of the way, assuming it stuck around for a turn cycle or two, you’ll be sitting on enough Treasure to catapult yourself into a winning position.
The best part about Quark is that you don’t even need ways to get rid of it. If your opponents let it live, the sheer volume of artifacts it generates will quickly become a problem, whether it’s in a deck like
Vihaan, Goldwaker
Vihaan, Goldwaker
Other outlaws you control have vigilance and haste. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
At the beginning of combat on your turn, you may have Treasures you control become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn.
, or just one heavy on Affinity cards. It’s a real lose/lose scenario for your pod, and a brilliantly unique, flexible new design.
2 | Genesis Device

Scapeshift
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
is a generational MTG card in both Commander and constructed, birthing an entire archetype with its absurd tutoring capacity. Genesis Device is essentially the second coming of this seminal sorcery, trading a higher overall cost for more flexibility and a ramp spell.
You get the best part of a
Cultivate
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
just for playing this, which isn’t a bad deal at all, really. The added flexibility of grabbing a Planet is surprisingly nice, too, given how good
Evendo, Waking Haven
Evendo, Waking Haven
This land enters tapped.
{T}: Add {G}.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | {G}, {T}: Add {G} for each creature you control.
and
Susur Secundi, Void Altar
Susur Secundi, Void Altar
This land enters tapped.
{T}: Add {B}.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | {1}{B}, {T}, Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
can be in the right brews. Since Device is an artifact, you can even blink or bounce it for extra value if you’d like.
The headliner, however, is the activated ability, which is literally just
Scapeshift
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
for one more mana. This is a proven good time in Commander, and can possibly even end the game outright with cards like
Valakut, the Molten Pinnacle
Valakut, the Molten Pinnacle
This land enters tapped.
Whenever a Mountain you control enters, if you control at least five other Mountains, you may have this land deal 3 damage to any target.
{T}: Add {R}.
and
Traveling Chocobo
Traveling Chocobo
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
in the mix.
Even in decks that aren’t gunning for obnoxious Landfall combos, being able to perfectly fix your mana, or grab utility lands like
Bojuka Bog
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
{T}: Add {B}.
, is a great deal. Paired with its reasonable ramp, I expect Genesis Device to become a much more widely played Commander card than its venerable ancestor.
1 | Hit It!

Genesis Device is a pretty tasty three-mana ramp piece, but it’s only the second-best Star Trek card in that category. First place on this list goes to Hit It!, one of the more absurd Commander cards we’ve seen in quite some time.
For starters, this is an unconditional Haste granter that only affects your creatures, which is an in-demand effect in itself. Players up in cEDH have been running both
Shang-Chi, Master of Kung Fu
Shang-Chi, Master of Kung Fu
You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources.
and
Samut, Hazoret’s Champion
Samut, Hazoret’s Champion
Creatures you control have haste.
lately for their synergy with cards like
Cryptolith Rite
Cryptolith Rite
Creatures you control have "{T}: Add one mana of any color."
, and Hit It! fills the same role.
On top of that, you’re also getting a fairly unique
Rampant Growth
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
variant here, which dumps four cards into your ‘yard at the same time. For graveyard-centric decks like
Slimefoot and Squee
Slimefoot and Squee
Whenever Slimefoot and Squee enters or attacks, create a 1/1 green Saproling creature token.
{1}{B}{R}{G}, Sacrifice a Saproling: Return this card and up to one other target creature card from your graveyard to the battlefield. Activate only as a sorcery.
and
Coram, the Undertaker
Coram, the Undertaker
Coram gets +X/+0, where X is the greatest power among creature cards in all graveyards.
Whenever Coram attacks, each player mills a card.
During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
, getting this much ‘mill’ on a ramp spell is a pretty big deal.
While you can whiff on the land here, this shouldn’t happen often if you’re running a responsible land count. In any case, the additional long-term benefits of Haste and a big clump of cards in your ‘yard make Hit It! pretty strong regardless. If you’re playing a Gruul deck in Commander, you’ll need to pick up this banger sooner rather than later.
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