Premium−70%Star Trek — 100-Card Commander Deck
SKU DECK-STK-100
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.
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.
Fan-made proxy — not intended for official tournaments
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.
Quantity
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.
Fan-made proxy — not intended for official tournaments
All 82 Cards in the Star Trek — 100-Card Deck
Every card is also available individually as a single Magic proxy.
- James T. Kirk, Captain of the Enterprise
- Spock, First Officer
- Leonard McCoy, Ship's Surgeon
- Montgomery Scott, Chief Engineer
- Nyota Uhura, Communications Officer
- Hikaru Sulu, Helmsman
- Pavel Chekov, Navigator
- Christine Chapel, Head Nurse
- Janice Rand, Yeoman
- Christopher Pike, Fleet Captain
- Sarek, Ambassador of Vulcan
- Saavik, Cadet of the Academy
- Carol Marcus, Genesis Scientist
- Khan Noonien Singh
- Kor, Klingon Commander
- General Chang
- Chancellor Gorkon
- Commander Kruge
- The Romulan Commander
- Valeris, Helm Officer
- Mirror Spock
- The Organians
- V'Ger
- Cyrano Jones
- Arne Darvin, Klingon Agent
- The Horta
- Edith Keeler
- Zefram Cochrane
- The Talosians
- Harry Mudd
- Gorn Captain
- Salt Vampire
- Security Detail
- Starfleet Science Officer
- Klingon Boarding Party
- U.S.S. Enterprise, NCC-1701
- U.S.S. Enterprise-A
- Klingon Bird-of-Prey
- Shuttlecraft Galileo
- Dilithium Crystal Chamber
- The Transporter Room
- The Genesis Device
- Tricorder
- Type-2 Phaser
- Captain's Log
- Sol Ring
- Arcane Signet
- Azorius Signet
- Talisman of Conviction
- Starfleet General Order 1
- Organian Peace Treaty
- Red Alert
- General Order 24
- The Kobayashi Maru
- Vulcan Mind Meld
- Explore Strange New Worlds
- Seek Out New Life
- Landing Party
- Shore Leave
- Set Phasers to Stun
- Photon Torpedoes
- Tractor Beam
- Shields Up
- The Corbomite Maneuver
- Diplomatic Immunity
- Starfleet Headquarters
- Vulcan
- Romulus
- Qo'noS
- Spacedock
- The Guardian of Forever
- Ceti Alpha V
- The Genesis Planet
- The Neutral Zone
- Deep Space Station K-7
- Plains
- Island
- Mountain
- Redshirt
- Tribble
- Klingon Warrior
- The Prime Directive and the Away Team