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25
Characters Joined
Star Trek
Released Nov. 13, 2026
TRK
Cards
All cards in Star Trek.
70,000 Light-Years from Home{1}{W}Exile target creature or Spacecraft. Its controller may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
Brad Boimler, Eager Ensign{1}{W}Lifelink
Whenever Brad Boimler becomes tapped, until end of turn, if one or more counters would be put on a permanent you control, that many plus one of each of those kinds of counters are put on that permanent instead. 2/2 Command Decision{1}{W}Choose one —
• Destroy target creature with power 4 or greater.
• Draw a card. DOT-7 Repair Squad{3}{W}Flying
{1}{W}: Untap target creature. Activate only as a sorcery and only once each turn. 3/3 Dr. Beverly Crusher{2}{W}If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher. 2/2 Emergency Medical Hologram{W}When this creature enters, put a +1/+1 counter on target creature. You gain 1 life. 0/1 Federation Field Medic{3}{W}Vigilance
When this creature enters, choose one —
• Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
• Draw a card if you control a permanent with a counter on it. 3/2 Free Borg Revolutionaries{3}{W}{W}When this creature enters, creatures you control get +1/+1 until end of turn.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 4/5 Malfunctioning Holodeck{2}{W}Ward {2} (Whenever this artifact becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. Picard, Leading by Example{1}{W}{1}, {T}: Another target creature gets +X/+X until end of turn, where X is Picard's power. Activate only as a sorcery. 2/2 Saavik, Stoic Student{4}{W}Flash
Federation — When Saavik enters, she deals X damage to target attacking or blocking creature an opponent controls, where X is the number of creature types among non-Borg creatures you control. 2/2 Set Phasers to . . .{W}Choose one —
• Stun — Tap target creature and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
• Kill — This spell deals 3 damage to target attacking creature. Shields Up!{1}{W}Target artifact or creature you control gains hexproof and indestructible until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.) Shuttle Ace{4}{W}During your turn, this creature has flying.
Whenever this creature becomes tapped, you gain 2 life. 4/4 Tactical Officer{1}{W}Whenever you attack while creatures you control have total power 8 or greater, put a +1/+1 counter on this creature. Untap it. 2/1 Cloistered Telepath{1}{U}Flash
When this creature enters, draw a card, then discard a card. 2/1 Consider the Prime Directive{2}{U}Choose one —
• Interfere — Counter target spell unless its controller pays {3}.
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.) Dominion Saboteur{4}{U}You may have this creature enter as a copy of any artifact or creature on the battlefield, except it isn't legendary. If you do, it enters with additional counters on it equal to the same number and kinds of counters the copied permanent has on it. 3/3 Federation Probe{U}Flying
When this creature enters, choose one —
• Target creature gets +1/+1 until end of turn.
• Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) 1/1 Guidance Failure{3}{U}This spell costs {1} less to cast if it targets an attacking creature.
Target creature or Spacecraft's owner puts it on their choice of the top or bottom of their library. Highly Illogical{1}{U}Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Counter target spell with mana value 2 or less. If this spell was kicked, instead counter target spell. Hoshi Sato, Exolinguist{4}{U}Federation — When Hoshi Sato enters, look at the top X cards of your library, where X is the number of creature types among non-Borg creatures you control. Put one of them into your hand and the rest on the bottom of your library in a random order. 3/3 Humpback Whales{4}{U}{U}Vigilance, ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 5/6 Marooned{U}Enchant artifact or creature
When this Aura enters, you may pay {3}. If you do, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step and can't be beamed up. Open Communications{U}Draw a card.
Beam me up {2}{U} (You may cast this card from your graveyard for {2}{U} if you also return a creature you control to its owner's hand. Then exile this spell.) V'Ger, the Intruder{6}{U}Flying
Whenever V'Ger enters or attacks, choose one —
• Look at target opponent's hand, then draw a card.
• Creatures your opponents control get -1/-0 until your next turn. 5/7 Assault Drone{3}{B}Artifact creatures you control get +1/+0. 2/4 Automated Warfare System{2}{B}Flying
Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, draw a card. 2/2 Bat'leth{2}{B}When this Equipment enters, target creature an opponent controls gets -2/-2 until end of turn.
Equipped creature gets +2/+0.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Battle-Scarred Survivalist{1}{B}Menace (This creature can't be blocked except by two or more creatures.)
Whenever another creature dies, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Cha'DIch Investigator{4}{B}When this creature enters, create a 2/1 red Klingon Warrior creature token with haste. 4/4 Collective Drone{1}{B}Collective Drone's power is equal to the number of artifact creatures you control. */2 Eject the Warp Core{1}{B}Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.)
Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead. General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 A Good Day to Die{B}Target creature gets +2/+0 until end of turn. When that creature dies this turn, you draw a card. He's Dead, Jim{3}{B}Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Hive Mind Coprocessor{4}{B}Artifact creatures you control have "Whenever this creature deals combat damage to a player, you may pay 1 life. If you do, draw a card." 4/4 In the Pale Moonlight{3}{B}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a nontoken creature of their choice.
II — Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
III — You may sacrifice an artifact or creature. If you do, create two 2/2 black Romulan creature tokens. Organic Avulsion Unit{2}{B}{2}: Artifact creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) 2/3 Relentless Drednok{B}Lifelink
{2}{B}, Exile this card from your graveyard: You draw a card and lose 1 life. 1/1 Resistance Is Futile{1}{B}Choose one —
• Destroy target nonartifact creature.
• Return target artifact creature card with mana value 3 or less from your graveyard to the battlefield. Rogue Artificial Intelligence{4}{B}{B}When this creature enters, choose one —
• You gain 3 life.
• Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 6/5 Salt Vampire{1}{B}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. 2/2 Beckett Mariner, Impetuous Ensign{1}{R}First strike
Reckless Behavior — Whenever Beckett Mariner becomes tapped, put a promotion counter on her. Then if there are three or more promotion counters on her, remove those counters and she deals 2 damage to each opponent. 2/1 Cantankerous Captain{2}{R}At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn. Then that creature gains menace until end of turn if creatures you control have total power 8 or greater. (It can't be blocked except by two or more creatures.) 2/3 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 Captain's Tutelage{1}{R}Flash
Enchant creature
When this Aura enters, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0. Horta{4}{R}{R}Trample
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 7/6 Khaaaaaaaaaaaannn!{X}{R}Khaaaaaaaaaaaannn! deals twice X damage to target creature. If that creature would die this turn, exile it instead. La'An Noonien-Singh, Security{2}{R}{R}Whenever you attack while creatures you control have total power 8 or greater, target creature can't block this turn. 4/3 Munitions Enthusiast{1}{R}Trample
When this creature dies, it deals 1 damage to any target. 3/2 Perils of the Past{1}{R}Choose one —
• Use the Relic — Target creature gets +3/+2 until end of turn.
• Destroy the Relic — Destroy target artifact. Planetary Patrol{1}{R}Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn. 2/2 Plasma Cascade{2}{R}Plasma Cascade deals 3 damage to any target. You may discard a card. If you do, draw a card. Reckless Impulse{1}{R}Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Silicate Surveyor{4}{R}Reach
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. 4/4 Amok Time{2}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature an opponent controls.
II — You gain 3 life.
III — Return target creature card from your graveyard to your hand. Captain Kathryn Janeway{3}{G}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.) 2/3 Cold-Blooded Crew{4}{G}{G}When this creature enters, put two +1/+1 counters on target creature.
This creature can't be blocked by creatures with power 2 or less.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 4/4 Common Goal{1}{G}One or two target creatures you control each deal damage equal to their power to target creature an opponent controls. Dathon and Picard at El-Adrel{2}{G}Choose one —
• Temba, His Arms Wide — Target creature gets +3/+3 and gains trample until end of turn.
• Shaka, When the Walls Fell — Each opponent sacrifices a nontoken artifact or enchantment of their choice. Dominion Supervisor{2}{G}When this creature enters, put a +1/+1 counter on target creature.
Creatures you control with counters on them have trample. 3/1 First Contact{1}{G}Mill four cards. You may put a permanent card from among them into your hand. If this spell is the first spell you've cast this game, you gain 2 life. (To mill four cards, put the top four cards of your library into your graveyard.) I'm a Doctor, Not a . . .{G}Put a +1/+1 counter on target creature you control. Untap it. Until end of turn, it gets +1/+1 and becomes a Doctor. (It loses all other creature types.) Moopsy{G}Deathtouch
{2}: This creature gains reach until end of turn. 1/1 Mugato{3}{G}{G}Reach, vigilance, deathtouch 6/6 Saurian Explorer{3}{G}Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
{6}: Create a tapped Planet land token named New Planet with "{T}: Add one mana of any color." Activate only as a sorcery. 4/3 Support Mission{2}{G}Whenever a creature you control enters, put a quest counter on this enchantment. Put a +1/+1 counter on that creature. If this enchantment has five or more quest counters on it, instead put two +1/+1 counters on that creature. Syndicate Liquidators{4}{G}Trample
Landfall — Whenever a land you control enters, put two +1/+1 counters on target creature you control. 4/4 Xenobotanist{1}{G}{T}: Add one mana of any color. 1/3 Xindi Surveyors{2}{G}Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. 3/2 The City on the Edge of Forever{3}{W}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — All artifacts and creatures phase out. Create a 0/1 white Human creature token with "Permanents can't phase in." (Treat phased-out permanents and anything attached to them as though they don't exist.)
II — You draw two cards and each player loses 2 life.
III — Sacrifice a creature token. If you do, you gain 5 life. Seven of Nine{2}{U}{B}Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.) 2/4 Crystalline Entity{8}Flying
When this creature enters, if you cast it, destroy all nonartifact creatures. 7/7 Cybernetic Specialist{2}When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{1}, {T}: Put target card from your graveyard on the bottom of your library. 2/1 U.S.S. Enterprise-D, Galaxy-Class{3}Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this 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 7+.)
7+ | Flying, vigilance 4/5 Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Watery Grave({T}: Add {U} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Captain Kathryn Janeway{3}{G}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.) 2/3 Seven of Nine{2}{U}{B}Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.) 2/4 Dr. Beverly Crusher{2}{W}If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher. 2/2 Captain Kathryn Janeway{3}{G}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.) 2/3 Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Watery Grave({T}: Add {U} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 Salt Vampire{1}{B}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. 2/2 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 Crystalline Entity{8}Flying
When this creature enters, if you cast it, destroy all nonartifact creatures. 7/7 U.S.S. Enterprise-D, Galaxy-Class{3}Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this 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 7+.)
7+ | Flying, vigilance 4/5 Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Watery Grave({T}: Add {U} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Dr. Beverly Crusher{2}{W}If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher. 2/2 Captain Kathryn Janeway{3}{G}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.) 2/3 General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 Salt Vampire{1}{B}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. 2/2 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 U.S.S. Enterprise-D, Galaxy-Class{3}Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this 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 7+.)
7+ | Flying, vigilance 4/5 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 Captain Kathryn Janeway{3}{G}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.) 2/3
Whenever Brad Boimler becomes tapped, until end of turn, if one or more counters would be put on a permanent you control, that many plus one of each of those kinds of counters are put on that permanent instead. 2/2 Command Decision{1}{W}Choose one —
• Destroy target creature with power 4 or greater.
• Draw a card. DOT-7 Repair Squad{3}{W}Flying
{1}{W}: Untap target creature. Activate only as a sorcery and only once each turn. 3/3 Dr. Beverly Crusher{2}{W}If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher. 2/2 Emergency Medical Hologram{W}When this creature enters, put a +1/+1 counter on target creature. You gain 1 life. 0/1 Federation Field Medic{3}{W}Vigilance
When this creature enters, choose one —
• Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
• Draw a card if you control a permanent with a counter on it. 3/2 Free Borg Revolutionaries{3}{W}{W}When this creature enters, creatures you control get +1/+1 until end of turn.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 4/5 Malfunctioning Holodeck{2}{W}Ward {2} (Whenever this artifact becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield. Picard, Leading by Example{1}{W}{1}, {T}: Another target creature gets +X/+X until end of turn, where X is Picard's power. Activate only as a sorcery. 2/2 Saavik, Stoic Student{4}{W}Flash
Federation — When Saavik enters, she deals X damage to target attacking or blocking creature an opponent controls, where X is the number of creature types among non-Borg creatures you control. 2/2 Set Phasers to . . .{W}Choose one —
• Stun — Tap target creature and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
• Kill — This spell deals 3 damage to target attacking creature. Shields Up!{1}{W}Target artifact or creature you control gains hexproof and indestructible until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.) Shuttle Ace{4}{W}During your turn, this creature has flying.
Whenever this creature becomes tapped, you gain 2 life. 4/4 Tactical Officer{1}{W}Whenever you attack while creatures you control have total power 8 or greater, put a +1/+1 counter on this creature. Untap it. 2/1 Cloistered Telepath{1}{U}Flash
When this creature enters, draw a card, then discard a card. 2/1 Consider the Prime Directive{2}{U}Choose one —
• Interfere — Counter target spell unless its controller pays {3}.
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.) Dominion Saboteur{4}{U}You may have this creature enter as a copy of any artifact or creature on the battlefield, except it isn't legendary. If you do, it enters with additional counters on it equal to the same number and kinds of counters the copied permanent has on it. 3/3 Federation Probe{U}Flying
When this creature enters, choose one —
• Target creature gets +1/+1 until end of turn.
• Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) 1/1 Guidance Failure{3}{U}This spell costs {1} less to cast if it targets an attacking creature.
Target creature or Spacecraft's owner puts it on their choice of the top or bottom of their library. Highly Illogical{1}{U}Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Counter target spell with mana value 2 or less. If this spell was kicked, instead counter target spell. Hoshi Sato, Exolinguist{4}{U}Federation — When Hoshi Sato enters, look at the top X cards of your library, where X is the number of creature types among non-Borg creatures you control. Put one of them into your hand and the rest on the bottom of your library in a random order. 3/3 Humpback Whales{4}{U}{U}Vigilance, ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 5/6 Marooned{U}Enchant artifact or creature
When this Aura enters, you may pay {3}. If you do, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step and can't be beamed up. Open Communications{U}Draw a card.
Beam me up {2}{U} (You may cast this card from your graveyard for {2}{U} if you also return a creature you control to its owner's hand. Then exile this spell.) V'Ger, the Intruder{6}{U}Flying
Whenever V'Ger enters or attacks, choose one —
• Look at target opponent's hand, then draw a card.
• Creatures your opponents control get -1/-0 until your next turn. 5/7 Assault Drone{3}{B}Artifact creatures you control get +1/+0. 2/4 Automated Warfare System{2}{B}Flying
Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, draw a card. 2/2 Bat'leth{2}{B}When this Equipment enters, target creature an opponent controls gets -2/-2 until end of turn.
Equipped creature gets +2/+0.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Battle-Scarred Survivalist{1}{B}Menace (This creature can't be blocked except by two or more creatures.)
Whenever another creature dies, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Cha'DIch Investigator{4}{B}When this creature enters, create a 2/1 red Klingon Warrior creature token with haste. 4/4 Collective Drone{1}{B}Collective Drone's power is equal to the number of artifact creatures you control. */2 Eject the Warp Core{1}{B}Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.)
Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead. General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 A Good Day to Die{B}Target creature gets +2/+0 until end of turn. When that creature dies this turn, you draw a card. He's Dead, Jim{3}{B}Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Hive Mind Coprocessor{4}{B}Artifact creatures you control have "Whenever this creature deals combat damage to a player, you may pay 1 life. If you do, draw a card." 4/4 In the Pale Moonlight{3}{B}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a nontoken creature of their choice.
II — Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
III — You may sacrifice an artifact or creature. If you do, create two 2/2 black Romulan creature tokens. Organic Avulsion Unit{2}{B}{2}: Artifact creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.) 2/3 Relentless Drednok{B}Lifelink
{2}{B}, Exile this card from your graveyard: You draw a card and lose 1 life. 1/1 Resistance Is Futile{1}{B}Choose one —
• Destroy target nonartifact creature.
• Return target artifact creature card with mana value 3 or less from your graveyard to the battlefield. Rogue Artificial Intelligence{4}{B}{B}When this creature enters, choose one —
• You gain 3 life.
• Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 6/5 Salt Vampire{1}{B}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. 2/2 Beckett Mariner, Impetuous Ensign{1}{R}First strike
Reckless Behavior — Whenever Beckett Mariner becomes tapped, put a promotion counter on her. Then if there are three or more promotion counters on her, remove those counters and she deals 2 damage to each opponent. 2/1 Cantankerous Captain{2}{R}At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn. Then that creature gains menace until end of turn if creatures you control have total power 8 or greater. (It can't be blocked except by two or more creatures.) 2/3 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 Captain's Tutelage{1}{R}Flash
Enchant creature
When this Aura enters, enchanted creature gains first strike until end of turn.
Enchanted creature gets +2/+0. Horta{4}{R}{R}Trample
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 7/6 Khaaaaaaaaaaaannn!{X}{R}Khaaaaaaaaaaaannn! deals twice X damage to target creature. If that creature would die this turn, exile it instead. La'An Noonien-Singh, Security{2}{R}{R}Whenever you attack while creatures you control have total power 8 or greater, target creature can't block this turn. 4/3 Munitions Enthusiast{1}{R}Trample
When this creature dies, it deals 1 damage to any target. 3/2 Perils of the Past{1}{R}Choose one —
• Use the Relic — Target creature gets +3/+2 until end of turn.
• Destroy the Relic — Destroy target artifact. Planetary Patrol{1}{R}Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn. 2/2 Plasma Cascade{2}{R}Plasma Cascade deals 3 damage to any target. You may discard a card. If you do, draw a card. Reckless Impulse{1}{R}Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Silicate Surveyor{4}{R}Reach
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. 4/4 Amok Time{2}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Target creature you control fights up to one target creature an opponent controls.
II — You gain 3 life.
III — Return target creature card from your graveyard to your hand. Captain Kathryn Janeway{3}{G}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.) 2/3 Cold-Blooded Crew{4}{G}{G}When this creature enters, put two +1/+1 counters on target creature.
This creature can't be blocked by creatures with power 2 or less.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 4/4 Common Goal{1}{G}One or two target creatures you control each deal damage equal to their power to target creature an opponent controls. Dathon and Picard at El-Adrel{2}{G}Choose one —
• Temba, His Arms Wide — Target creature gets +3/+3 and gains trample until end of turn.
• Shaka, When the Walls Fell — Each opponent sacrifices a nontoken artifact or enchantment of their choice. Dominion Supervisor{2}{G}When this creature enters, put a +1/+1 counter on target creature.
Creatures you control with counters on them have trample. 3/1 First Contact{1}{G}Mill four cards. You may put a permanent card from among them into your hand. If this spell is the first spell you've cast this game, you gain 2 life. (To mill four cards, put the top four cards of your library into your graveyard.) I'm a Doctor, Not a . . .{G}Put a +1/+1 counter on target creature you control. Untap it. Until end of turn, it gets +1/+1 and becomes a Doctor. (It loses all other creature types.) Moopsy{G}Deathtouch
{2}: This creature gains reach until end of turn. 1/1 Mugato{3}{G}{G}Reach, vigilance, deathtouch 6/6 Saurian Explorer{3}{G}Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
{6}: Create a tapped Planet land token named New Planet with "{T}: Add one mana of any color." Activate only as a sorcery. 4/3 Support Mission{2}{G}Whenever a creature you control enters, put a quest counter on this enchantment. Put a +1/+1 counter on that creature. If this enchantment has five or more quest counters on it, instead put two +1/+1 counters on that creature. Syndicate Liquidators{4}{G}Trample
Landfall — Whenever a land you control enters, put two +1/+1 counters on target creature you control. 4/4 Xenobotanist{1}{G}{T}: Add one mana of any color. 1/3 Xindi Surveyors{2}{G}Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. 3/2 The City on the Edge of Forever{3}{W}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — All artifacts and creatures phase out. Create a 0/1 white Human creature token with "Permanents can't phase in." (Treat phased-out permanents and anything attached to them as though they don't exist.)
II — You draw two cards and each player loses 2 life.
III — Sacrifice a creature token. If you do, you gain 5 life. Seven of Nine{2}{U}{B}Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.) 2/4 Crystalline Entity{8}Flying
When this creature enters, if you cast it, destroy all nonartifact creatures. 7/7 Cybernetic Specialist{2}When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{1}, {T}: Put target card from your graveyard on the bottom of your library. 2/1 U.S.S. Enterprise-D, Galaxy-Class{3}Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this 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 7+.)
7+ | Flying, vigilance 4/5 Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Watery Grave({T}: Add {U} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Captain Kathryn Janeway{3}{G}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.) 2/3 Seven of Nine{2}{U}{B}Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.) 2/4 Dr. Beverly Crusher{2}{W}If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher. 2/2 Captain Kathryn Janeway{3}{G}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.) 2/3 Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Watery Grave({T}: Add {U} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 Salt Vampire{1}{B}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. 2/2 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 Crystalline Entity{8}Flying
When this creature enters, if you cast it, destroy all nonartifact creatures. 7/7 U.S.S. Enterprise-D, Galaxy-Class{3}Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this 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 7+.)
7+ | Flying, vigilance 4/5 Hallowed Fountain({T}: Add {W} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Watery Grave({T}: Add {U} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Blood Crypt({T}: Add {B} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Stomping Ground({T}: Add {R} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Temple Garden({T}: Add {G} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Godless Shrine({T}: Add {W} or {B}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Steam Vents({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Overgrown Tomb({T}: Add {B} or {G}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Sacred Foundry({T}: Add {R} or {W}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Breeding Pool({T}: Add {G} or {U}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped. Dr. Beverly Crusher{2}{W}If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher. 2/2 Captain Kathryn Janeway{3}{G}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.) 2/3 General Chang, Cold Warrior{B}{1}, Sacrifice a creature: Put a +1/+1 counter on each Klingon you control. 1/2 Salt Vampire{1}{B}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. 2/2 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 U.S.S. Enterprise-D, Galaxy-Class{3}Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this 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 7+.)
7+ | Flying, vigilance 4/5 Captain James T. Kirk{2}{R}Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
• Discard a card, then draw a card.
• Create a 1/1 red Officer creature token.
• Creatures you control get +1/+0 until end of turn. 2/2 Captain Kathryn Janeway{3}{G}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.) 2/3
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