How to build Captain James T. Kirk

Captain Kirk gets one mode while you hold a card and all three once you hold none. So this list plays its whole hand before he attacks, and takes its extra cards off the top of the library, where they never reach the hand at all.

Captain James T. Kirk
Captain James T. Kirk
Bracket
Floor 3Upgraded
1Game Changers
0Mass land denial
0Extra turns
0Nonland tutors
Mana curve
Mana sources
R36

The core list: 100 cards, 32 lands (24 basic), 29 creatures, average mana value 2.96. Mana sources: 36 red. Bracket floor 3 (Upgraded). How brackets work →

Six cards in this list are not out yet. Captain James T. Kirk, Quark's Bar, Q, Stacking the Deck, Beckett Mariner, Impetuous Ensign and The Wrath of Khan are Star Trek cards, and Kirk, Enterprising Captain comes from Star Trek Commander. All six become legal in Commander when both sets are released on 13 November 2026, and a deck check run before that morning rejects them for that reason alone. The other ninety-four cards already pass. Beckett Mariner is the only one of the six with a price so far, and it is a preorder price, which on a new set tends to fall once people open boxes. So every total on this page counts 95 of the 100 cards and is a minimum. The bracket floor is a minimum too: Wizards adds cards to the Game Changers list when it revises the brackets, not when a set comes out, and no Star Trek card carries the tag yet. If one gets it later, the floor here can only go up. The page will be repriced and rechecked after release.

How it plays. Kirk is a 2/2 for three, and all of his work happens when he enters the battlefield or attacks. While you hold even one card you pick one of three modes: loot, make a 1/1 red Officer, or give your creatures +1/+0 until end of turn. With no cards in hand you can pick all three. The ninety-nine exist to make that second case the normal one, with a low curve, a handful of spells that cost no mana at all, and card draw that exiles from the top of the library instead of putting anything in your hand. Tokens, burn and extra combats then turn three small effects per attack into a kill.

With an empty hand, the loot is a free card

The first mode reads discard a card, then draw a card. With nothing in hand there is nothing to discard, and the draw happens anyway, because it does not depend on the discard. So every attack from an empty hand is a card, a 1/1 and a team pump, and the modes resolve in the order they are printed: the card comes first, then the Officer, then the pump, which reaches the new Officer as well.

That card is the price of the whole engine. It arrives in your hand in the middle of combat, which means a deck built around an empty hand refills its own hand on every attack. An instant can go straight back out. Anything else waits for the second main phase, and this list wants it played there, because a card still held when the next attack is declared costs two of the three modes.

The loot mode is also the reason to hold a card on purpose. On the turn you cast Kirk with a land you cannot use, choose the loot, discard the land and draw something that costs mana. Inti, Seneschal of the Sun pays you for that discard with a card off the top of the library, playable until your next end step.

Your hand is counted as the trigger goes on the stack, not as it resolves

You choose the modes of a triggered ability when you put it on the stack, and that is the moment Kirk looks at your hand. Emptying it in response is too late. The work has to be finished before attackers are declared, either in the first main phase or in the beginning of combat step, which is the last window that counts.

That is why the list carries so many cards you can throw away at instant speed for no mana. Simian Spirit Guide exiles itself from your hand for a red mana. Gut Shot can be paid for with 2 life. Pyrokinesis is paid for by exiling another red card from your hand, so it clears two cards at once, and Fireblast is paid for by sacrificing two Mountains. Seismic Assault turns every land card you are holding into 2 damage, and a face-down Gathan Raiders turns face up by discarding a card, after which it is a 5/5 for as long as your hand stays empty. Ignorant Bliss is the answer to a hand that will not go: for two mana it exiles everything you hold face down, Kirk attacks with all three modes, and the cards return at the next end step with one extra.

Two cards that look like they help do not. Inti asks for its discard on a trigger that goes on the stack at the same moment as Kirk's, so the modes are already chosen by the time anything is discarded. And Embercleave is left out entirely, for the same reason: it costs one less for each attacking creature, so it sits in your hand until attackers are declared, and that is precisely the card Kirk counts against you.

Cast Kirk after the last card has left your hand

Kirk comes from the command zone, so he is never one of the cards you are trying to get rid of. Play the rest of your hand first, then cast him, and the trigger for entering gets all three modes too. Its pump lasts until end of turn, so it is still there when your creatures attack.

Haste turns that into two full triggers in one turn. Lightning Greaves, Swiftfoot Boots, mana from an exerted Arena of Glory and Hanweir Battlements all let Kirk attack the turn he arrives. When he will attack straight away, think twice about the loot on the first trigger. A card drawn in the first main phase is a card in hand when he attacks unless you can cast it, so on a turn with no mana left over, take the Officer and the pump and save the draw for combat.

Greaves and Boots matter for a plainer reason as well. He is a 2/2, and they are most of what keeps him alive until his next attack. Each recast costs two more, but each one is also another trigger for entering, so losing him once is a setback rather than the end of the plan.

Red's extra cards go to exile, and exile does not count as your hand

Most colours draw cards into your hand, which is exactly what drops Kirk back to one mode. Red mostly exiles them instead. Light Up the Stage, Wrenn's Resolve and Reckless Impulse each exile two cards you can play until the end of your next turn. Jeska's Will exiles three and adds a red mana for every card in one opponent's hand. Outpost Siege, set to Khans, gives you an extra card every upkeep, and Chandra, Torch of Defiance one a turn. Laelia, the Blade Reforged, Professional Face-Breaker, Ragavan, Nimble Pilferer and Kirk, Enterprising Captain find more in combat, and Valakut Exploration turns each land drop into another. None of those cards ever passes through your hand, so none of them can cost Kirk a mode.

Adventure and rebound do the same job from a different direction. Bonecrusher Giant and Embereth Shieldbreaker go to exile after their adventure half is cast, and the creature is cast from there later. World at War exiles itself as it resolves and comes back for free at your next upkeep.

Q, Stacking the Deck is the strangest piece. When Q enters it exiles cards from the top of your library until it finds a nonland card, and that card gains the ability to be copied by exiling a card from your hand, any card, lands included, at any point during your turn. Every card still in hand at the beginning of combat can become another copy of whatever Q found, and Kirk attacks into an empty hand.

Extra combats only help if a main phase comes first

Each extra combat is another attack trigger, and the question each one raises is what happens to the card the previous trigger drew. Relentless Assault, Fury of the Horde and Aggravated Assault all add a combat after the main phase they are cast or activated in, followed by another main phase. World at War adds its combat after the second main phase. Either way you get a main phase to play that card before attackers are declared again, so the next trigger starts from an empty hand. Fury of the Horde also costs nothing if you exile two red cards from your hand, which helps the same count.

The extra combats left out of this list go straight from one combat into the next. Karlach, Fury of Avernus, Combat Celebrant and Hellkite Charger all add their combat directly after the first with no main phase between, so the card Kirk drew is still in your hand when the second attack is declared, and that trigger gets one mode unless the card was an instant.

Name Human on Roaming Throne, not Officer

Roaming Throne makes the triggered abilities of one creature type trigger an additional time, and Kirk is both a Human and an Officer. Officer looks like the obvious pick and covers less. The Officer tokens have no triggered abilities of their own, so naming Officer doubles Kirk, Kirk, Enterprising Captain and Beckett Mariner and nothing else. Naming Human doubles those three and adds Inti, Professional Face-Breaker, Hanweir Garrison and Young Pyromancer.

Both of Kirk's triggers go on the stack together, so both see the same empty hand and both get all three modes. The second then resolves holding the card the first one drew, so its loot does something: discard that card and draw another. Strionic Resonator copies the trigger once it is already on the stack, and a copy keeps the modes the original was given. Helm of the Host makes a copy of Kirk at the beginning of each of your combats that is not legendary and has haste, so it stays, and it triggers once for entering and again for attacking. Delina, Wild Mage makes copies that arrive already attacking, which means they trigger for entering and never for attacking.

Every Officer is red, which is the colour Torbran and Heraldic Banner count

One 1/1 an attack is not a clock on its own, so the list multiplies what each one is worth. Torbran, Thane of Red Fell adds 2 to the damage every red source you control deals to an opponent or their permanents, and almost every source here is red: the Officers, the Goblins, Hanweir Garrison's Humans, Young Pyromancer's Elementals, and the enchantments as well. A 1/1 Officer hits for 3, Impact Tremors deals 3 to each opponent for every creature that enters, and Seismic Assault deals 4 to an opponent for every land you throw away. Heraldic Banner set to red is +1/+0 to the same bodies and a mana rock, and Castle Embereth is a land that pumps the team.

Shared Animosity counts the attackers that share a creature type, and the Officers share one with each other and with Kirk, while the Goblins share theirs. Hellrider deals 1 damage for each attacker, Purphoros, God of the Forge deals 2 to each opponent for each creature that enters, and Goblin Bombardment turns a blocked token into a point of damage before it dies.

The core list

Sixty-seven spells, thirty-two lands and Kirk in the command zone. Every price is the cheapest paper printing of that card, and hovering a name shows it.

“Load into the deck builder” opens this list in your account, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena, with no account needed.

Commander 1

  • Captain James T. Kirk

Creatures 26

  • Beckett Mariner, Impetuous Ensign
  • Beetleback Chief
  • Bonecrusher Giant // Stomp
  • Delina, Wild Mage
  • Embereth Shieldbreaker // Battle Display
  • Fury
  • Gathan Raiders
  • Goblin Instigator
  • Goblin Rabblemaster
  • Goldspan Dragon
  • Hanweir Garrison
  • Hellrider
  • Inti, Seneschal of the Sun
  • Kirk, Enterprising Captain
  • Krenko, Tin Street Kingpin
  • Laelia, the Blade Reforged
  • Legion Warboss
  • Professional Face-Breaker
  • Purphoros, God of the Forge
  • Q, Stacking the Deck
  • Ragavan, Nimble Pilferer
  • Reckless Bushwhacker
  • Roaming Throne
  • Simian Spirit Guide
  • Torbran, Thane of Red Fell
  • Young Pyromancer

Planeswalkers 1

  • Chandra, Torch of Defiance

Instants 10

  • Abrade
  • Chaos Warp
  • Commune with Lava
  • Deflecting Swat
  • Fireblast
  • Gut Shot
  • Ignorant Bliss
  • Lightning Bolt
  • Pyrokinesis
  • Unholy Heat

Sorceries 11

  • Demonfire
  • Fiery Confluence
  • Fury of the Horde
  • Hordeling Outburst
  • Jeska's Will
  • Light Up the Stage
  • Reckless Impulse
  • Relentless Assault
  • Vandalblast
  • World at War
  • Wrenn's Resolve

Artifacts 9

  • Arcane Signet
  • Fire Diamond
  • Helm of the Host
  • Heraldic Banner
  • Lightning Greaves
  • Ruby Medallion
  • Sol Ring
  • Strionic Resonator
  • Swiftfoot Boots

Enchantments 10

  • Aggravated Assault
  • Fable of the Mirror-Breaker // Reflection of Kiki-Jiki
  • Goblin Bombardment
  • Impact Tremors
  • Kumano Faces Kakkazan // Etching of Kumano
  • Outpost Siege
  • Seismic Assault
  • Shared Animosity
  • The Wrath of Khan
  • Valakut Exploration

Lands 32

  • Arena of Glory
  • Castle Embereth
  • Den of the Bugbear
  • Hanweir Battlements
  • 24× Mountain
  • Quark's Bar
  • Rogue's Passage
  • Sokenzan, Crucible of Defiance
  • Spinerock Knoll

Thirty-two lands, and a job for every one you draw late

Thirty-two is low for Commander, and it is low on purpose. Once your land drops stop mattering, every land you draw is a card Kirk counts against you, so the list runs fewer of them and gives each one a second use. Seismic Assault throws them at opponents for 2 damage apiece. Q, Stacking the Deck takes any card from your hand as the price of a copy, lands included. Sokenzan, Crucible of Defiance can be discarded from your hand for two hasty 1/1 Spirits, for a mana less while Kirk is out. And on a trigger that was only ever getting one mode, Kirk's own loot swaps a land for something you can cast.

The curve does the rest. The average mana value reads 2.96, but seven cards are almost never paid for at their printed cost. Fury, Pyrokinesis, Fireblast and Fury of the Horde all have an alternative cost that is not mana, Simian Spirit Guide and Deflecting Swat cost nothing, and Gathan Raiders is usually cast face down for three. Leave those seven out and the other sixty average 2.72. One colour also means no colour trouble. The list has 36 red sources, and the nineteen cards that want two red by turn three get it 90.6 percent of the time on the play.

Bracket 2 keeps every way to empty the hand, and bracket 4 pays for its mana with the hand

The budget rung costs at least $111 against the core list's $388. Jeska's Will is the one Game Changer in this hundred, so trading it away removes the bracket floor completely. Ten swaps do it, and none of them touches the cards that clear your hand. Ignorant Bliss, Seismic Assault, Simian Spirit Guide, Gut Shot, Pyrokinesis, Fireblast, Fury and Q all stay, because almost all of them cost a few dollars. What goes is the multiplying. Roaming Throne becomes Lithoform Engine, which copies one trigger for two mana the way Strionic Resonator does, so Kirk can still trigger twice in a combat but never for free. Deflecting Swat becomes Bolt Bend, which also moves a removal spell off Kirk and costs one mana once you control a creature with 4 or more power, a test Q, Glorybringer and Bonecrusher Giant pass on their own. World at War and Aggravated Assault leave, Seize the Day comes in, and the four extra combats become three, the new one untapping a single creature. Purphoros becomes Witty Roastmaster, which deals 1 damage to each opponent per creature where Purphoros dealt 2. The deck still does what the core list does on an empty hand. It does it a little less often and hits a little less hard.

The bracket 4 rung comes to at least $1,601, with five Game Changers behind its floor: Jeska's Will, Mana Vault, Chrome Mox, Ancient Tomb and Lion's Eye Diamond. Only five cards change, and three of them suit Kirk better than fast mana suits most commanders, because they take cards out of your hand to pay for themselves. Chrome Mox exiles a card from your hand as it enters. Lotus Petal costs nothing, so it leaves your hand the turn you draw it. Lion's Eye Diamond is the purest version. Sacrifice it and discard your whole hand, at instant speed, for three red mana, as the last thing you do before casting Kirk or before attackers are declared. Mana Vault and Ancient Tomb do the ordinary job of putting Kirk on the battlefield on turn one or two. Fire Diamond, Arcane Signet, Spinerock Knoll and two of the cheaper token makers make room. Greaves and Boots stay where they are, because a table that expects bracket 4 kills a 2/2 commander on sight.

Budget / bracket 2 10 swaps

  • Deflecting Swat becomes Bolt Bend−$68.78
  • Roaming Throne becomes Lithoform Engine−$42.25
  • Jeska's Will becomes Act on Impulse−$39.04
  • Ragavan, Nimble Pilferer becomes Dragon Fodder−$38.51
  • Purphoros, God of the Forge becomes Witty Roastmaster−$24.36
  • Aggravated Assault becomes Seize the Day−$22.71
  • Ruby Medallion becomes Commander's Sphere−$14.33
  • Goldspan Dragon becomes Glorybringer−$11.21
  • World at War becomes Furious Rise−$10.89
  • Fable of the Mirror-Breaker becomes Krenko's Command−$5.85

This rung: 100 cards, 32 lands, average mana value 2.96, no bracket floor (no Game Changers, no mass land denial). Whole deck at least $111.04 (95 of 100 copies priced, so a floor). Prices as of 21 October 2026. How brackets work →

Up to bracket 4 5 swaps

  • Fire Diamond becomes Mana Vault+$94.44
  • Arcane Signet becomes Chrome Mox+$153.38
  • Spinerock Knoll becomes Ancient Tomb+$122.40
  • Goblin Instigator becomes Lion's Eye Diamond+$808.33
  • Hanweir Garrison becomes Lotus Petal+$34.16

This rung: 100 cards, 32 lands, average mana value 2.84, bracket floor 4 (Optimized). Whole deck at least $1601.68 (95 of 100 copies priced, so a floor). Prices as of 21 October 2026. How brackets work →

FAQ

Which Captain Kirk card does this deck use?

Captain James T. Kirk, the mono-red three mana 2/2 from Star Trek, number 142 in the set. Star Trek and Star Trek Commander print four different legendary Kirks between them. Kirk, Enterprising Captain is mono-red as well and plays in this list. Kirk, Commanding Officer is red and white, and Captain Kirk, Boldly Going is green, white and blue, so neither fits a mono-red deck.

Is Captain James T. Kirk legal in Commander yet?

He becomes a legal commander on release day, 13 November 2026. A deck checker used before then rejects him only because the card is still unreleased, and it catches up by itself once Star Trek is out.

Does Captain Kirk's loot work when your hand is empty?

Yes. There is nothing to discard and you still draw a card, so choosing all three modes gets you a card, a 1/1 red Officer and +1/+0 for your creatures.

Can you empty your hand in response to Kirk's trigger?

No. The modes are chosen as the trigger goes on the stack, so your hand has to be empty before attackers are declared. Anything you cast or discard in the beginning of combat step still counts, which is the job Ignorant Bliss, Simian Spirit Guide and Gut Shot are in the list for.

How much does this Captain Kirk deck cost?

Buying the lowest priced paper version of each card, the core list comes to at least $388, the budget version to at least $111 and the bracket 4 version to at least $1,601. All three are floors, because five of the new cards have no price until they are released.

What bracket is this Captain Kirk deck?

Bracket 3 at the least, because of one Game Changer, Jeska's Will. The budget version drops it and has no floor at all, and the bracket 4 version adds Mana Vault, Chrome Mox, Ancient Tomb and Lion's Eye Diamond for five. No Star Trek card carries the tag yet, and Wizards revises that list when it updates the brackets, not when a set comes out.