31, Oct, 26

The Best Cards From MTG Star Trek

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With Star Trek’s spoiler season coming to an end, Prerelease, arguably the most exciting time in MTG, is just around the corner. Soon, we’ll all be opening our first Star Trek packs, while relentlessly pestering our friends for the cards we’re all looking for.

If you’re not sure what cards you should be trying to find, then we’ve got you covered. No matter what you think of MTG’s Star Trek crossover, there are plenty of cards worth adding to your collection.

For this list, we considered each card’s 60-card and 100-card potential, since our goal is to find the absolute best cards in MTG Star Trek. As a result, cards that looked strong in both places ranked higher than others that seemed strong in only one.

Honorable Mentions

For the honorable mention section, I try to highlight cards that are a bit difficult to predict. While these cards could end up being format-warping, they could also just fall flat and do nothing.

A past honorable mention we had was Aetherdrift’s Radiant Lotus Radiant Lotus Radiant Lotus {T}, Sacrifice one or more artifacts: Choose a color. Target player adds three mana of the chosen color for each artifact sacrificed this way. (Activate only as an instant.) , for example, which ended up being terrible despite getting tons of hype during spoiler season. On the other hand, Leyline of the Guildpact Leyline of the Guildpact Leyline of the Guildpact If this card is in your opening hand, you may begin the game with it on the battlefield.
Each nonland permanent you control is all colors.
Lands you control are every basic land type in addition to their other types.
was another honorable mention that lived up to the hype.

This time around, Brazen Bluff Brazen Bluff Brazen Bluff Choose target noncreature spell an opponent controls. That player may exile it. If they don't, you may cast a noncreature spell from your hand without paying its mana cost. is one of our honorable mentions, a card like none we’ve ever seen. While this card’s potential is absolutely massive, it’s hard to know how it will perform in practice.

In Commander, where cards like Return to the Lightrealms Return to the Lightrealms Return to the Lightrealms Return all nonland permanent cards from your graveyard to the battlefield. or Improvisation Capstone Improvisation Capstone Improvisation Capstone Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
are insane, Brazen Bluff should create some fun blowouts. In 60-card formats, however, Brazen Bluff is really difficult to assess.

Vulcan Mind-Meld Vulcan Mind-Meld Vulcan Mind-Meld Target opponent looks at the top card of your library, then exiles it face down. You look at the top two cards of their library, then exile them face down. For each card exiled this way, the player who exiled it may play it for as long as it remains exiled. Mana of any type can be spent to cast spells this way. is in a similar boat, but this card looks much better in 60-card formats than Commander. Drawing two cards for one mana is absolutely obscene in MTG, but the risk of giving your opponent a card is, again, something we haven’t really seen before.

While they could just end up doing nothing, these cards will certainly be ones to watch. For this reason, if Brazen Bluff or Volcan Mind-Meld end up being cheap at your MTG Star Trek prerelease, they could be worth picking up.

11 | MTG Star Trek Land Cycle

As Surveil Lands have proven, any land that can enter with extra value attached can revolutionize entire formats. Unfortunately, the ‘two other land’ restriction and the lack of basic land types on these Star Trek lands means they might not do much in older 60-card formats, but they’ll be great in Commander.

Some of the bonuses that these cards offer are quite strong, too, with Ni’Var Science Academy Ni’Var Science Academy Ni’Var Science Academy This land enters tapped unless you control two or more other lands.
When this land enters untapped, choose one —
• Target creature gains flying until end of turn.
• Surveil 1.
{T}: Add {U}.
being the most impressive. Giving one of your creatures Flying can help a Voltron Commander like Captain America, First Avenger Captain America, First Avenger Captain America, First Avenger Throw ... — {3}, Unattach an Equipment from Captain America: He deals damage equal to that Equipment's mana value divided as you choose among one, two, or three targets.
... Catch — At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.
push for damage, or help Yuriko, the Tiger’s Shadow Yuriko, the Tiger’s Shadow Yuriko, the Tiger’s Shadow Commander ninjutsu {U}{B} ({U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand or the command zone tapped and attacking.)
Whenever a Ninja you control deals combat damage to a player, reveal the top card of your library and put that card into your hand. Each opponent loses life equal to that card's mana value.
get her triggered ability off.

The Unicomplex The Unicomplex The Unicomplex This land enters tapped unless you control two or more other lands.
When this land enters untapped, choose one —
• Put target creature card from your graveyard on top of your library.
• Surveil 1.
{T}: Add {B}.
also has quite an interesting ability, putting a creature on top of your deck from the graveyard. This can help set up top-of-deck shenanigans with cards like Runo Stromkirk Runo Stromkirk Runo Stromkirk Flying
When Runo enters, put up to one target creature card from your graveyard on top of your library.
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo.
, or you can bring back a valuable creature that got blown up.

The other lands in this collection, particularly Federation Outpost Federation Outpost Federation Outpost This land enters tapped unless you control two or more other lands.
When this land enters untapped, choose one —
• You gain 2 life.
• Surveil 1.
{T}: Add {W}.
and Quark’s Bar Quark’s Bar Quark’s Bar This land enters tapped unless you control two or more other lands.
When this land enters untapped, choose one —
• This land deals 1 damage to each opponent.
• Surveil 1.
{T}: Add {R}.
, aren’t that exciting, but they can still do work in lifegain and noncreature damage decks in Commander. Frankly, these just seem like free upgrades to just about every Bracket 3 Commander deck over a basic land, so I’d expect them to be quite popular.

10 | MTG Salt Vampire

While Star Trek’s new land cycle looks quite good in Commander, Salt Vampire Salt Vampire Salt Vampire Lifelink
When this creature enters, look at target opponent's hand. You may choose a nonland card from it. If you do, that player exiles that card, then draws a card.
is the opposite, looking strong in 60-card MTG. This one reminds me a lot of Vendilion Clique Vendilion Clique Vendilion Clique Flash
Flying
When Vendilion Clique enters, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of their library, then draws a card.
, but the cheaper mana value and exiling the targeted card are both upsides.

Throw in Lifelink, and Salt Vampire looks like a great new card for Standard Lifegain decks, getting rid of key hate pieces like Torpor Orb Torpor Orb Torpor Orb Creatures entering don't cause abilities to trigger. . Really, Salt Vampire is strong enough to see experimentation in any black Standard deck, like Superior Spider-Man Superior Spider-Man Superior Spider-Man Mind Swap — You may have Superior Spider-Man enter as a copy of any creature card in a graveyard, except his name is Superior Spider-Man and he's a 4/4 Spider Human Hero in addition to his other types. When you do, exile that card. Reanimator, Jund Sacrifice, or Dimir Midrange.

Heck, Salt Vampire could even see play in Pioneer or Modern, especially alongside Blink decks that use Ephemerate Ephemerate Ephemerate Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
. Here, you can Flicker Salt Vampire repeatedly, completely shutting combo decks down by tearing apart their hand.

Older formats also have access to Orcish Bowmasters Orcish Bowmasters Orcish Bowmasters Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
, which synergizes insanely well with Salt Vampire. You can grow your Orc Army while ripping cards out of your opponent’s hand, and take out small creatures like Ocelot Pride Ocelot Pride Ocelot Pride First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
. If you’re running draw deniers like Narset, Parter of Veils Narset, Parter of Veils Narset, Parter of Veils Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
, than Salt Vampire becomes downright nasty.

All of this makes Salt Vampire exciting for 60-card black deck players, but it absolutely sucks in Commander. Because of this, Salt Vampire is low on our list.

9 | Deep Space 9

If you can actually get Deep Space 9 Deep Space 9 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.
in play, the amount of permanents that you’ll get for free should win you the game easily. Dropping a collection of Eldrazi Titans into play for free is absolutely devastating, and the thought of them chilling in this gigantic spacecraft is kinda funny.

Of course, Deep Space 9’s mana cost is the main hurdle, but there are a few ways to cheat this card into play. Artifact reanimator cards like Trash for Treasure Trash for Treasure Trash for Treasure As an additional cost to cast this spell, sacrifice an artifact.
Return target artifact card from your graveyard to the battlefield.
, or cards like Kona, Rescue Beastie Kona, Rescue Beastie Kona, Rescue Beastie Survival — At the beginning of your second main phase, if Kona is tapped, you may put a permanent card from your hand onto the battlefield. , can get Deep Space 9 into play for free. You could even use Star Trek’s new Saga Unification Unification Unification (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The owner of up to one target creature draws two cards, then shuffles that creature into their library.
II — You may put a Spacecraft card from your hand or graveyard onto the battlefield.
III — You and target opponent each draw two cards.
if you’re focusing on Spacecraft, but at Bracket 3 just playing this on turn 9 is perfectly fine.

This card goes absolutely nuts in upkeep-matters decks like Obeka, Splitter of Seconds Obeka, Splitter of Seconds Obeka, Splitter of Seconds Menace
Whenever Obeka deals combat damage to a player, you get that many additional upkeep steps after this phase.
, who can get 12 free permanents into play per turn without any buffs. Deep Space 9 is also quite strong with Panharmonicon 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. , Paradox Haze Paradox Haze Paradox Haze Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
, and Sphinx of the Second Sun Sphinx of the Second Sun Sphinx of the Second Sun Flying
At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
effects.

Depending on how quickly Deep Space 9 shuts a game down, this card could even be good in 60-card Magic with cards like Shape Anew Shape Anew Shape Anew The controller of target artifact sacrifices it, then reveals cards from the top of their library until they reveal an artifact card. That player puts that card onto the battlefield, then shuffles all other cards revealed this way into their library. . It’s likely this card will appear only in Commander, though.

8 | Captain Kathryn Janeway

Whether you’re playing Landfall or +1/+1 counter decks in Commander, Captain Kathryn Janeway Captain Kathryn Janeway 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.)
can easily go nuts. This isn’t one of those cards that does nothing on its own, either, since you can immediately drop an extra land into play with good timing.

The overlap between Janeway’s extra land drop and Explore is super sweet here, since your extra creatures can find you more lands to play early. This fixes one of the most annoying things about extra land drop cards: running out of lands to put into play.

For some reason, Wizards of the Coast decided to let token creatures Explore with Captain Janeway, too, which seems unnecessary to me. This lets Janeway go absolutely nuts with cards like Scute Swarm 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. , churning through your deck while dropping extra lands.

Even though Captain Janeway can absolutely pop off in Commander, she still needs time to get a lot of value. Because of this, Captain Janeway doesn’t feel very good in 60-card Magic, but she’ll be fantastic in a lot of different green Commander decks.

7 | Lieutenant Commander Data

With lots of opponents to take advantage of, cards that do something based on your opponents’ actions often excel in Commander. Between the three opponents at your Commander table, Lieutenant Commander Data Lieutenant Commander Data Lieutenant Commander Data Whenever a player casts a noncreature spell, put a +1/+1 counter on Lieutenant Commander Data.
{1}, Remove three counters from among creatures you control: Draw a card.
should trigger at least once per turn cycle, but will often trigger far more.

Whether your opponents play removal, mana rocks, or setup cards like Doubling Season Doubling Season Doubling Season If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
, Data will see it all and grow in the process. You can even turn your extra counters into extra cards, or just attack your opponents for a ton of damage.

Of course, Data is absolutely incredible with counter-based Commanders like Tidus, Yuna’s Guardian Tidus, Yuna’s Guardian Tidus, Yuna’s Guardian At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
who can easily use Data’s card draw effect multiple times. Data also just goes nuts with Hardened Scales Hardened Scales Hardened Scales If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead. and Kami of Whispered Hopes Kami of Whispered Hopes Kami of Whispered Hopes If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
{T}: Add X mana of any one color, where X is this creature's power.
effects, growing insanely fast.

Data feels like a card that a whole bunch of Commander decks could try, but artifact and +1/+1 counter decks will like him most. Even if this doesn’t end up being a generically powerful card, Data will definitely find a home somewhere.

6 | Captain Jean-Luc Picard

Captain Jean-Luc Picard (rest in peace Sir Patrick Stewart) is one of the few MTG Star Trek cards that look good in both 100-card and 60-card Magic. With the Anthem giving Picard immediate value, the token generation giving quick value, and the final effect giving you long-term value, Picard just kind of does everything.

In Commander, Picard is obviously fantastic with any go-wide legend, like Baylen, the Haymaker Baylen, the Haymaker Baylen, the Haymaker Tap two untapped tokens you control: Add one mana of any color.
Tap three untapped tokens you control: Draw a card.
Tap four untapped tokens you control: Put three +1/+1 counters on Baylen. It gains trample until end of turn.
or Caesar, Legion’s Emperor Caesar, Legion’s Emperor Caesar, Legion’s Emperor Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar deals damage equal to the number of creature tokens you control to target opponent.
. Between buffing your team and creating tons of tokens, Picard is exactly the type of card that these decks are looking for.

If, for whatever reason, you actually manage to get seven Officers in play, Captain Jean-Luc Picard’s final ability can be game-winning when played around. Deep Space 9 is the best thing that Picard can cheat in, but there’s a whole host of Spacecraft, like The Seriema The Seriema The Seriema When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
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
Other tapped legendary creatures you control have indestructible.
or Extinguisher Battleship Extinguisher Battleship Extinguisher Battleship When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
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 5+.)
5+ | Flying, trample
, that also make for good targets.

Even in Standard, Captain Jean-Luc Picard looks interesting in decks that want to go-wide like Boros Tokens or White Momo strategies. These are currently on the downtick in the format, but Picard will give them an extremely powerful tool if they come back.

With rotation right around the corner, Captain Jean-Luc Picard could soon be seen across Standard tables everywhere. Heck, the Captain might even be ok in Pioneer in decks like Mono-White Humans.

5 | Genesis Device

Genesis Device Image MTG Star Trek

From this point on, we get into the really good MTG Star Trek cards, and Genesis Device is an insane start. Giving us a delayed Scapeshift 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. with a ramp effect on top, this card is so good that we yapped about it for an entire article.

Giving tons of Landfall combo decks more copies of their key card, Genesis Engine has a strong chance of seeing Pioneer and Modern play. With Amulet Titan, Gruul Scapeshift, and Pioneer Scapeshift combos built around this effect, many combo strategies will likely become much more consistent.

While Genesis Device looks great in 60-card Magic, it’s even better in Commander. The ramp on entry matters a lot more here, getting you to Commanders like Korvold, Fae-Cursed King Korvold, Fae-Cursed King Korvold, Fae-Cursed King Flying
Whenever Korvold enters or attacks, sacrifice another permanent.
Whenever you sacrifice a permanent, put a +1/+1 counter on Korvold and draw a card.
and Tatyova, Benthic Druid Tatyova, Benthic Druid Tatyova, Benthic Druid Landfall — Whenever a land you control enters, you gain 1 life and draw a card. a turn early. Once out, you can cash Genesis Device in for a free hand refill, making it much better than most 3-mana rocks.

Genesis Device is particularly powerful with Toph, the First Metalbender Toph, the First Metalbender Toph, the First Metalbender Nontoken artifacts you control are lands in addition to their other types. (They don't gain the ability to {T} for mana.)
At the beginning of your end step, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
and Hearthhull, the Worldseed Hearthhull, the Worldseed Hearthhull, the Worldseed 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+.)
2+ | {1}, {T}, Sacrifice a land: Draw two cards. You may play an additional land this turn.
8+ | Flying, vigilance, haste
Whenever you sacrifice a land, each opponent loses 2 life.
decks, where the card can easily win the game on its own. Between its powerhouse potential in 60-card and 100-card formats, this will be a Star Trek card worth watching.

4 | Quark, Humble Proprietor

Quark, Humble Proprietor Quark, Humble Proprietor Quark, Humble Proprietor You can't sacrifice Treasure tokens.
At the beginning of each upkeep, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
is easily one of the best Treasure Token generators in Commander, creating Treasure on each upkeep. That’s an absolutely absurd four mana per turn rotation, which can easily turn the game on its head.

Of course, the minigame with Quark is figuring out how, and when, to get rid of him, since the Ferengi will do his utmost to hoard all your Treasure for himself. Fortunately, a bunch of common Commander cards, from Korvold, Fae-Cursed King Korvold, Fae-Cursed King Korvold, Fae-Cursed King Flying
Whenever Korvold enters or attacks, sacrifice another permanent.
Whenever you sacrifice a permanent, put a +1/+1 counter on Korvold and draw a card.
to Phyrexian Tower Phyrexian Tower Phyrexian Tower {T}: Add {C}.
{T}, Sacrifice a creature: Add {B}{B}.
, make sacrificing Quark easy and generate tons of mana.

You don’t necessarily need to sacrifice your Treasures to get value from them, either, as Vihaan, Goldwaker 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 Brudiclad, Telchor Engineer Brudiclad, Telchor Engineer Brudiclad, Telchor Engineer Creature tokens you control have haste.
At the beginning of combat on your turn, create a 2/1 blue Phyrexian Myr artifact creature token. Then you may choose a token you control. If you do, each other token you control becomes a copy of that token.
prove. All of this is basically saying that Quark won’t fit in every Commander deck, but it will be very good in the ones that he does.

Quark is obviously insane in bracket 3 Commander, but he could have some 60-card potential, too. He seems particularly interesting for Jund Sacrifice decks in Standard and Pioneer as a powerful Treasure generator for The Sackville-Bagginses The Sackville-Bagginses The Sackville-Bagginses When The Sackville-Bagginses enter, you may sacrifice another creature or artifact. If you do, draw a card and create a Treasure token.
Whenever you sacrifice a token, target opponent loses 1 life.
and Biotech Specialist Biotech Specialist Biotech Specialist When this creature enters, create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Whenever you sacrifice an artifact, this creature deals 2 damage to target opponent.
to go nuts with. While he might be a bit awkward to kill here, just having an extra blocker hanging around and discouraging your opponent’s attacks can buy a lot of time.

3 | Jadzia Dax, Living Legend

Jadzia Dax is exciting no matter what kind of MTG player you are. This is the type of card that can see play everywhere, like Standard, Commander, and maybe even older formats like Modern.

As far as a mana dork goes, Jadzia Dax is one of the best that Bracket 3 Commander has ever seen. The card will naturally grow into a threat while providing tons of mana when played early, and goes absolutely nuts with cards like Hardened Scales Hardened Scales Hardened Scales If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead. .

Since Jadzia Dax generates mana equal to her power, it plays well with equipment too, or any other buffing strategies you may be using. Commander’s Plate Commander’s Plate Commander’s Plate Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity.
Equip commander {3}
Equip {5}
is particularly good with this legend, giving you protection from all kinds of colors and a massive buff.

Even if you draw Jadzia Dax late, you can discard it to buff another creature, repurposing your mana dork as a combat trick. While it still isn’t extremely powerful in the late game, Jadzia Dax will do a lot more on turn seven than Birds of Paradise Birds of Paradise Birds of Paradise Flying
{T}: Add one mana of any color.
or Llanowar Elves Llanowar Elves Llanowar Elves {T}: Add {G}. .

I expect Jadzia Dax, Living Legacy to be one of the most popular cards in MTG Star Trek. While other cards in the set will likely perform better in constructed or Commander, few will perform as well as Jadzia does in both.

2 | Test of Courage

It may seem strange to see an uncommon this high up on the list, but Test of Courage is that good. The card is a natural upgrade to multi-format staples like Nature’s Claim Nature’s Claim Nature’s Claim Destroy target artifact or enchantment. Its controller gains 4 life. in many cases, meaning that it could see Modern, Legacy, and even cEDH play.

Yes, Test of Courage can only blow up smaller artifacts and enchantments, but in faster formats, that doesn’t really matter. Games end so quickly that players can’t really afford to play the larger cards that Test of Courage can’t hit.

Beyond basically removing any artifact or enchantment in faster formats, Test of Courage also hits cards out of your opponent’s graveyards. This can hose a Persist Persist Persist Return target nonlegendary creature card from your graveyard to the battlefield with a -1/-1 counter on it. or Goryo’s Vengeance Goryo’s Vengeance Goryo’s Vengeance Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.
Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
play in Modern, catching Archon of Cruelty Archon of Cruelty Archon of Cruelty Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
or Atraxa, Grand Unifier Atraxa, Grand Unifier Atraxa, Grand Unifier Flying, vigilance, deathtouch, lifelink
When Atraxa enters, reveal the top ten cards of your library. For each card type, you may put a card of that type from among the revealed cards into your hand. Put the rest on the bottom of your library in a random order. (Artifact, battle, creature, enchantment, instant, land, planeswalker, and sorcery are card types.)
before they hit play. You can also gain some life in a pinch, giving this far more utility than most one-mana removal spells.

Where Test of Courage might be a bit worse is casual Commander, but that’s about it. Even there, however, Test of Courage will rarely be a dead card in your hand.

1 | Hit it!

Hit It!

Hit it!, which recently saw a very early errata, is the best card in MTG Star Trek between Constructed and Commander, in our opinion. The card does seem a bit better in Commander overall, but it has tons of promise in 60 and 100-card formats alike.

Attaching a land drop to a Haste enabler makes Hit it! really scary in Standard Landfall decks, setting up instant kills with Mightform Harmonizer Mightform Harmonizer Mightform Harmonizer Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn.
Warp {2}{G} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
and Mossborn Hydra Mossborn Hydra Mossborn Hydra Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
. The card also fills the graveyard, which seems like overkill, setting up Esper Origins Esper Origins Esper Origins Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
and lands for Icetill Explorer 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.
.

Even in older formats like Modern, Hit it! seems like it could see some play, thanks in particular to filling your graveyard. The card is fantastic alongside Emry, Lurker of the Loch Emry, Lurker of the Loch Emry, Lurker of the Loch Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
When Emry enters, mill four cards.
{T}: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
, giving her Haste while putting combo pieces like Grinding Station Grinding Station Grinding Station {T}, Sacrifice an artifact: Target player mills three cards.
Whenever an artifact enters, you may untap this artifact.
and Sewer-Veillance Cam Sewer-Veillance Cam Sewer-Veillance Cam Flash
When this artifact enters or leaves the battlefield, you may tap or untap target creature.
{3}{U}, Sacrifice this artifact: Draw two cards.
into the graveyard.

Hit it! is even better in Commander, as the card kind of just does everything. Between ramping your mana, giving your creatures Haste, and filling your graveyard, this seems like a clear upgrade for all kinds of strategies.

With Hit it! being a no-brainer in bracket 3 Commander and having some strong competitive potential, this is our call for the best card in MTG Star Trek.

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