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Commander Decks

Star Trek — 100-Card Commander Deck

James T. Kirk, Captain of the Enterprise and Spock, First Officer lead a Jeskai (white/blue/red) Commander deck about a warship forbidden to fire first: the Prime Directive binds what your spells may target, First Contact pays you for every peaceful neighbour, and Away Teams beam down and come back with their Mission done.

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Star Trek — The Standing Order

Commanded by the partners James T. Kirk, Captain of the Enterprise and Spock, First Officer, this Jeskai (white/blue/red) 100-Card Commander Deck plays like the ship itself: a vessel with four hundred and thirty crew and enough firepower to burn a continent, whose standing order begins with a list of what it is not allowed to do. It explores, it sends small teams where orbit sees nothing, it is paid for every neighbour who leaves it alone, and it only turns its weapons on whoever fired first.

  • The Prime Directive: printed on ten cards, from Spock and Sarek to Uhura, the Organians, the Horta and Starfleet General Order 1. While you control one, your spells can't target an opponent who isn't hostile, or anything that player controls or owns. An opponent becomes hostile by attacking you or targeting you or your permanents since your last turn ended. The rule only binds spells: abilities and untargeted spells stay free, so General Order 24 and the U.S.S. Enterprise, NCC-1701 still answer anyone.
  • First Contact: twelve cards pay out for each opponent who isn't hostile — cards, life, mana, Klingon Warriors, Redshirts, Treasures. Being ignored fills your hand; being attacked frees your spells. Kirk is the exception: once each turn he casts a spell as though no Prime Directive were in play, and The Kobayashi Maru lifts it for a whole turn.
  • Away Team: printed on eleven cards, each with its own Mission reward. Beam Down N exiles up to N of your creatures; they return at your next upkeep and complete the Mission — unless you didn't control the same Enterprise the whole time, in which case they are lost. The team sits out a full turn, safe from sweepers. Scotty keeps the Enterprise indestructible while he is untapped, and the U.S.S. Enterprise-A untaps when the team comes home.

Why Jeskai

White is Starfleet: a chain of command, a regulation for everything, non-interference made law. Blue is Vulcan and science — curiosity rather than control. Red is the captain's instinct and the Klingon Empire. Two combos close the game: Cyrano Jones and Arne Darvin, Klingon Agent turn Tribbles into an endless, untargeted ping that the Directive can't stop, and Montgomery Scott with the Dilithium Crystal Chamber feeds unbounded mana into the Enterprise. Sol Ring, Arcane Signet, Azorius Signet and Talisman of Conviction ramp; Photon Torpedoes, Tractor Beam, Set Phasers to Stun and Valeris remove; The Genesis Device resets the board but spares the ship; Diplomatic Immunity and Shields Up protect the crew.

A complete 100-card Commander deck plus 4 tokens, tuned for Bracket 4, available as a digital print-yourself edition or a printed physical deck, and offered in 10 languages.

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Fan-made proxy — not intended for official tournaments

30.00€

All 82 Cards in the Star Trek — 100-Card Deck

Every card is also available individually as a single Magic proxy.