Last updated on November 2, 2026

Enterprise NX-01 | Illustration by Colin Searle

It’s hard to believe that Star Trek is already almost here, and yet it is. It’s exciting to see a set like this, and so I think it’s only fitting if we look at one of the things that’s most essential to Star Trek as a franchise: Spacecraft. Specifically, we’re looking at the eight Spacecraft from the main set as well as from the Commander products that I think are most likely to make an impact in Commander.

8. U.S.S. Voyager, Lone Wanderer

U.S.S. Voyager, Lone Wanderer might seem underwhelming at first glance. It’s uncommon, it needs you to tap eight total power of creatures, and for all that you only get a 3/3 with flying and vigilance for four mana. However, the strength of this card is not in the stats it gives you on board, but rather it’s enter the battlefield ability, which gets you two lands. Mana ramp is always good in Commander, and although four mana land ramp spells are a bit less popular than they used to be, this just seems like a very good version of this effect that gives you something tangible to go along with it. Many green decks will be happy to play this.

7. U.S.S. Reliant, From Hell’s Heart

U.S.S. Reliant, From Hell's Heart just looks like a very cool card. On top of the cool factor, it also seems like it has a very relevant ability in some decks. Getting back a creature with mana value 4 or less whenever it enters or attacks can mean you’re getting back some real value every turn, and your opponents might have to consider dealing with it. Granted, to attack you have to turn it into a creature first, but the fact that you’re getting something back when it enters makes it so much easier, as whatever you bring back can station it. Overall, this seems like a great inclusion in any graveyard midrange value pile that includes black.

6. U.S.S. Discovery, at Black Alert

U.S.S. Discovery, at Black Alert is another value engine that triggers when it enters or attacks, although in this case it’s much higher variance, as it lets you discover 5. Being able to discover 5 on a stick is great, especially if you can get extra combat steps. Even if you can’t, it’s fun to gamble every turn for something good, and even if you do get something irrelevant or low cost, it’s at worst just like drawing a card. 

5. Type-03 Borg Vessel

Type-03 Borg Vessel is nothing special when you play it. Four mana for a card that just makes your artifacts cost 1 less to cast. However, once you fully station it, it turns into a monster. It gives you a 1/1 colorless artifact borg creature token whenever you cast a spell. Getting tokens for any spell is a really good way to snowball your board state, and potentially set up some big attacks if you can pump your board.

4. Borg Cube

Borg Cube is big, like really big. Well, not that big on its own, but its impact on the game can be huge. First of all, it has affinity for artifact creatures, meaning that if you’re playing with the cube in mind, you can get it out for a lot less than seven mana. Then there’s the ability, which is a bit clunky in its wording, but basically you exile something the first time, then the second time it triggers you get that thing back under your control. It also gives flying to all your artifact creatures, which is a great way to close out a game if your board is big enough.

3.U.S.S. Farragut, Bold Explorer

U.S.S. Farragut, Bold Explorer is a Spacecraft that might be better if you don’t make it into a creature. Its landfall ability is where all the action happens on this card, letting you put a creature from your hand into play for a turn with haste whenever a land enters under your control, and then at the end of turn you put the creature on the bottom of your library and you draw a card. If you’re playing a deck that in any way shape or form cares about big creatures and/or lands, this is the card for you. A big bonus is that if you don’t turn it into a creature, it’s a lot harder to remove and you will likely get to have this ability trigger multiple times.

2. Queen’s Diamond

Queen's Diamond is an insanely good mana rock for any deck that has a mana intensive Commander and/or ends up recasting it’s Commander multiple times in a game. Given that almost every deck will care about casting its Commander, and given that this card is colorless and can therefore go in every single deck, I expect this card to be extremely widely played. Simply tapping a few creatures to put charge counters on it can mean this thing is suddenly producing upwards of six or so mana, meaning it can cast even the greediest of Commanders.

1. Deep Space 9

Deep Space 9 will end games. Full stop, if this card comes down, you’re initially getting up to four permanent cards off the top of your library, and then if it sticks around for a turn cycle, you get to do it again. Add to that the fact that it’s harder to remove because it doesn’t become a creature, and that when you station it, it gives your board a monstrous +3/+3, and you start to wonder if it’s possible to even lose a game if you get this card on the board.

Wrap Up

Final Frontier | Illustration by Jessica Rossier

There are far more Spacecraft coming in Star Trek than just these eight, but these were the most notable to me. Ultimately, despite my best efforts to take everything into account, this is an arbitrary list. There are likely Spacecraft that will make an impact that I didn’t include, and there are likely ones I did include that will be duds in Commander. Such is the nature of these things, however, I hope this list did give you some valuable insights. What do you think? Will any of these cards make an impact? Will you be trying any of them in your Commander decks?

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