Last updated on October 21, 2026

Direct Hit (Star Trek Commander Decks) - art by

Direct Hit | Illustration by David Szabo

Yesterday’s Star Trek debut stream included the reveal of the four face commanders from the Star Trek Commander precons:

Today, I’m ranking them based on how exciting they look. If you want to check out the other Star Trek spoilers and keep up with new cards as they come out, check out Draftsim’s Star Trek spoiler page!

#4. Worf, Defiant Commander

Worf, Defiant Commander

I’m not putting Worf, Defiant Commander at the bottom because it’s bad. It’s just the least exciting because it’s just another Mardu token commander in the vein of Zurgo Stormrender and Caesar, Legion's Emperor.

But there’s lots to like power wise. The Klingon Warrior token having haste means you can trigger Worf, so it immediately draws a card, even on an empty board. Card draw is one of the most coveted and reliable rewards for any strategy. Expect to support Worf with traditional token support like Loyal Apprentice, Professional Face-Breaker, and Corpse Knight.

Worf distinguishes itself from the previously mentioned commanders by not dabbling in sacrifice synergies. Instead, it leans into impulse draw, which allows you to use cast from exile synergies like Passionate Archaeologist, Pia Nalaar, Consul of Revival, and Fire Lord Zuko—those in particular are promising because they keep the pressure up.

#3. Commander Spock

Commander Spock

Going in, I expected Commander Spock to be another generic landfall commander; think Aesi, Tyrant of Gyre Strait but with white, so it’s just better! While this Bant commander is still generic goodstuff, it has more novelty, plus a novel to read in the textbox.

Land-based ramp that flip lands off the top will be premium here; cards like Open the Way and The Ring Goes South earn points over Rampant Growth variants because these put nonbasic lands with different names into play. Even cards like Explore the Underdark that fetch basics or gates will be vital to enabling Strange New Worlds.

From there…well, we’re still in the territory of Bant goodstuff. Once you have all that ramp, solid cards like Aesi and Riptide Gearhulk will carry you to victory. Spock casts them for free, or maybe just put lands into play to help cast them. If you like Timmy magic, check out this commander.

#2. The Borg Queen

The Borg Queen

The Borg Queen reminds me of Tivit, Seller of Secrets in that it was clearly designed to enable a specific archetype, but I suspect it works better as the target of a flicker engine.

Esper has so many ways to flicker a creature. TBQ costs 7 mana, so you’ll have plenty of time to set up cards like Teleportation Circle and Displacer Kitten, or even just use clones to make more copies. This isn’t on Tivit’s level, but it looks good enough for the lower brackets: Play a control deck, drop a board wipe or two, then assimilate victory.

That said, I don’t want to dismiss the artifact creature aggro plan; part of what I like about this is multiple potential build paths. +2/+2 is a pretty significant power boost. It’s easy to see this dropping in the late-game as a finisher for a deck that went wide with artifact creatures, whether those are good value engines like Esper Sentinel or token producers like Stridehangar Automaton and Urza, Chief Artificer.

#1. Jean-Luc Picard, Luminary

Jean-Luc Picard, Luminary

Jean-Luc Picard, Luminary also feels like a card with multiple build paths. This one again verges into the generic because it’s all card draw and card draw payoffs, but that doesn’t mean that it’s not exciting.

First up is the spacecraft angle. Though we haven’t seen the full set, I doubt any other commanders come close to this as a spacecraft commander. It’s the magic of card draw, though accelerating spacecraft like Uthros Research Craft and the newly revealed Starship Enterprise

is great. We might even see more spacecraft like U.S.S. Enterprise-D, Galaxy-Class[/card] that reward you for adding charge counters beyond the animation threshold.

I’m also extremely interested in that historic card draw ability. There’s no once-per-turn restriction, so it seems simple to build an engine, maybe even an infinite combo around it. Displacer Kitten comes to mind again, this time with mana rocks like Coveted Jewel and Basalt Monolith.

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