Last updated on October 22, 2026

Plains | Illustration by Bastien Grivet
Different Magic sets add to the game in different ways. Some do so negatively, like Urza’s Saga and Throne of Eldraine warping formats around themselves. But take Reality Fracture, which has largely introduced many cool synergy cards. Well, it looks like Star Trek’s impact on Commander will be all about enabling combos. Here are a few prominent ones.
Khan Food Chain
Oh no, Wizards broke Food Chain!
Khan, Vengeful Heart is the latest edition to the small list of creatures that can be cast from exile, thus enabling an infinite loop with Food Chain where you exile it to generate mana greater than its mana cost, then recast it. You net mana on every loop. What distinguishes Khan from cards like Eternal Scourge or Misthollow Griffin is its enters ability, which makes it into an outlet for the infinite combo as you can draw your deck until you find a true finisher.
Dominion Saboteur + Terra, Magical Adept / Esper Terra
Expect to see Dominion Saboteur pop up often in Star Trek combos. It appears twice on this list, but that’s only because I wanted other cards to shine; there are many more combos.
This one relies on Esper Terra (Terra’s front face doesn’t matter). Since Dominion Saboteur enters as a nonlegendary copy of the saga, it enters with a lore counter, then copies itself because, again, it’s nonlegendary. You can then put three additional lore counters on the copy to make it trigger the fourth chapter in addition to the copy, and that adds up to infinite mana and infinite death triggers (among other results, but those are easiest to win with).
Dominion Saboteur Persist
Here’s another Saboteur combo, except this one uses a persist creature—say, Murderous Redcap— with a +1/+1 counterand a free sacrifice outlet. I’m partial to Phyrexian Altar.
Have the Scholar enter and copy the Redcap. You can then sacrifice it to the Altar. When persist brings the Saboteur back into play, have it clone the Redcap. Since Saboteur gets the same number and kind of counters as the permanent its copying, it enters with a +1/+1 counter and a -1/-1 counter, which nullify each other. Que the infinite loop as you sacrifice the Saboteur over and over.
Captain Kathryn Janeway Persist
The Saboteur isn’t the only creature enabling persist combos, however. Captain Kathryn Janeway uses the same setup, except it sacrifices the original. When the persist creature enters, it explores. As long as the top card of your library is a nonland card (which is so easy to set up with card selection, even in mono-green) the persist creature gets a +1/+1 counter to nullify the -1/-1, etc, etc.
If that’s not enough persist combos, there’s also Support Mission to put +1/+1 counters on the persist creature, though that’s a more standard effect we’ve seen before.
Gray and Adira, Forever Joined + Archaeomancer + Time Warp
This combo is a little jankier but it uses a potential commander, which always bumps the consistency. I’m quite interested in Gray and Adira, Forever Joined, and this combo is one of the main reasons.
You need to control both creatures, then cast Time Warp in your precombat main phase. Move to combat, and G&A triggers to make a token copy Archaeomancer, which returns Time Warp to hand so you can cast it in your extra turn. That’s right, infinite turns! It’s also a very flexible combo as Archaoemancer and Time Warp each have multiple variations that make the combo tick.
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