Precon upgrade guide · Star Trek Commander

Federation Fleet precon upgrade guide

Three cards in this box give your opponents nine cards a round between them. The deck’s own payoff, seek out, wants the opposite: two cards for you, on every player’s turn.

The top three upgrades
Teferi's Ageless Insight // Teferi's Ageless Insight The Seriema Inspirit, Flagship Vessel

Star Trek Commander comes out on 13 November 2026, sixteen days after I wrote this, and 34 of the 100 cards in Federation Fleet are new Star Trek cards, Jean-Luc Picard, Luminary included. Until release day every one of them reads as not legal in Commander, and almost none has a price yet, the few that do being preorders. So this page puts no dollar figure on them. The cards it adds are all on sale already, and their prices are for the cheapest printing you can buy today.

Picard draws a card whenever another historic permanent of yours enters costing three or more, meaning an artifact, a legend or a Saga, and 33 of the box's 99 cards are one. That's what makes your own turn easy for seek out, which pays on the second card you draw in a turn: the draw step gives you the first, and the next Picard trigger gives you the second. Eleven more cards in the box have seek out, and all of them trigger on your opponents' turns too, if you can draw twice there. The box answers that with cards that make everybody draw. The upgrade answers it with cards that make only you draw, plus two more Spacecraft for the charge counters Picard hands out.

Jean-Luc Picard, Luminary
Jean-Luc Picard, Luminary
Upgraded list

100 cards, 38 lands (13 basic), 25 creatures, average mana value 3.15. Mana sources: 26 white, 26 blue, 26 red.

No Game Changers and no mass land denial, so it sets no bracket floor. How brackets work →

The stock Federation Fleet decklist, and what it is worth →

What the upgrade costs

$17.49

for the 12 cards going in

TCGplayer market prices as of 28 October 2026.

Before and after the swaps
Average mana value
3.25 → 3.15
Spells costing three or less
40 → 42
Creatures
26 → 25
White sources
25 → 26
Lands that always enter tapped
5 → 3
Buy the upgrades

The two upgrade buttons open only the cards this guide adds, for when you already own the box. TCGplayer links are affiliate links, so we may earn a commission on purchases.

Art by Jason Pastrana

What are the best Federation Fleet upgrades?

Best first, if you're buying a few at a time. Every price is the cheapest printing already on sale, from TCGplayer on 28 October 2026, so the Ageless Insight priced here is a Secret Lair and the Seriema a promo. Hovering a name shows the card.

  1. Teferi's Ageless Insight (~$3.97). Any card you'd draw, other than the first one in your draw step, becomes two. On an opponent's turn that makes a single draw a second card, so seek out goes off from a cycled land, a sacrificed Mind Stone or a loot from Seven of Nine. It's a legendary enchantment costing four, so Picard draws as it lands, and that draw is already doubled.
  2. The Seriema (~$1.15). Three mana, and it finds any legendary creature in your library as it enters. All 24 creatures in the upgraded 99 are legends, so it fetches whichever payoff you're missing, and Picard draws off the Seriema itself. Station it to seven and your other tapped legends are indestructible, the rider that makes U.S.S. Enterprise-E safe to cast.
  3. Inspirit, Flagship Vessel (~$1.71). From one charge counter up, it puts two charge counters or a +1/+1 counter on another artifact at each combat on your turn, and every Spacecraft in the deck is an artifact. One seek out trigger from Picard gives it the counter it needs to start. At eight it gives your other artifacts hexproof and indestructible.
  4. Red Ghost, Intangible Genius (~$0.24). Seek out in all but name: the second card you draw each turn makes a 3/3 Ape with haste. Red Ghost itself can't be blocked, has ward 2 and costs four, so Picard draws when it arrives.
  5. Path to Exile and Generous Gift (~$1.15 and ~$0.98). The two sweepers they replace kill your legends along with everybody else's. These kill one thing, and Generous Gift kills any permanent at instant speed.
  6. Swiftfoot Boots (~$1.74). Picard is a 2/4, and every draw this guide counts on runs through him. Hexproof stops a single removal spell switching the deck off.
  7. Chromatic Lantern (~$0.48). It takes a Talisman's slot for one more mana, and in return every land you control taps for any colour, Karn's Bastion and Desolate Lighthouse included. It costs three, so it's a Picard draw, which the Talisman never was.
  8. Karn's Bastion (~$3.05). Four mana to proliferate, which can add a counter to every Spacecraft and every creature with a +1/+1 counter at once. It replaces Reliquary Tower, because Thought Vessel already removes your maximum hand size.
  9. Adarkar Wastes, Shivan Reef and Inspiring Vantage (~$0.34, ~$0.24 and ~$2.44). Duals that enter untapped (the Vantage on your first three land drops), in place of two lands that always enter tapped and one that taps for colourless. The box already has Battlefield Forge, so the Wastes and the Reef complete the three Jeskai painlands.

Past the twelve, the card that fits this deck best is Consecrated Sphinx, which lets you draw two cards whenever an opponent draws one, so every opponent's draw step would set off seek out without you spending anything. It costs about $26.40 and it's a Game Changer. One copy puts the list in Bracket 3, where neither the box nor the upgraded list sets any floor at all, and that's why it isn't in the twelve.

Alandra, Sky Dreamer (~$8.79) is the creature I'd add next. She makes a 2/2 flying Drake off the second card you draw each turn, and her other ability pays off the fifth card drawn in a turn, which the two draw doublers make reachable. Sword of Fire and Ice (~$16.54) is the usual buy for a deck that wants cards, but its draw comes from combat damage on your own turn, the one turn Picard already covers.

Why the twelve leave comes further down, after a look at what seek out actually rewards.

Seek out counts every turn at the table

Seek out pays on the second card you draw in a turn. Any turn, not just yours. With four players at the table, that's up to four triggers a round for every seek out card you control, and most of the box's are worth having on someone else's turn. Ro Laren, Double Agent deals 2 damage to each opponent. Rom and Leeta make two Treasures. Data, Exploring Humanity discovers 4, which casts a spell costing four or less for free, whatever turn it is. Worf, Son of Mogh makes an Officer, Beverly Crusher puts a +1/+1 counter on up to three creatures, Dr. Pulaski gains you 4 life, Chief Miles O'Brien doubles the counters on an artifact or creature, and Picard himself puts two charge counters on a Spacecraft.

Your own turn takes care of itself. The draw step is your first card, and Picard draws another every time a historic permanent costing three or more enters: 33 of the box's 99 cards, and 36 after the swaps. Cast nearly any of them and seek out goes off.

Other players' turns are where the box comes up short. You get no draw step there, so you need two draws in the same turn, and the box can manage that six ways at instant speed: Faithful Mending, Frantic Search, Thrill of Possibility, Hedron Archive, Commander William Riker and Temporal Tribulation. The last is my favourite of them. It exiles two of your permanents and returns them at the beginning of the next end step, so cast on an opponent's turn it brings both back on that same turn, and if both cost three or more, that's two Picard draws.

Alhammarret's Archive, already in the box, covers the rest. With it out, every draw other than the first in your own draw step becomes two, so a single draw is enough on anyone's turn, and the upgraded list can make one at instant speed thirteen ways: the three cycling duals and Perilous Landscape, Mind Stone, Commander's Sphere, Stonespeaker Crystal, Desolate Lighthouse, Seven of Nine, Ro Laren, Loran of the Third Path, Ensign Harry Kim and the draw mode on Cryptic Command. Teferi's Ageless Insight has the same draw clause for a mana less. Running both means one removal spell doesn't end the plan, and with both out each of those draws becomes four cards.

Nine cards a round for the opponents

Howling Mine, Fevered Visions and Ambassador K'Ehleyr make every player draw. In a four-player game each one gives your three opponents a card apiece every round and gives you one, so between them that's nine cards to the table and three to you. The case for a symmetrical draw engine is that you'll use the cards better, and here it doesn't hold up. The card each one gives you arrives on your own turn, where Picard was getting you a second card anyway. On an opponent's turn they give you nothing, so none of the three ever makes the draw that seek out is waiting for.

Fevered Visions does deal 2 damage at the end step of any opponent with four or more cards in hand, and with this many cards going round that adds up. Each 2 damage still comes after a card handed to the player taking it, while Ro Laren deals 2 to each opponent on every seek out trigger and gives nobody anything.

Cmdr. Troi, Outgoing Empath is the fourth. On an opponent's turn she taps to let that opponent cast a spell from their hand for free, and you copy it, or you draw a card if they decline. They decide which. So they cast when the free spell helps them more than your copy helps you, and pass when it doesn't.

Their four slots go to Teferi's Ageless Insight, Red Ghost and the two new Spacecraft.

Seven Spacecraft, and the one that sweeps the board

The box has five Spacecraft: U.S.S. Stargazer, U.S.S. Enterprise-C, U.S.S. Enterprise-E, U.S.S. Prometheus and U.S.S. Defiant. Station is how they usually grow. You tap another creature at sorcery speed and add charge counters equal to its power, which ties that creature up every time. Picard's seek out adds two charge counters to a Spacecraft with nothing tapped, on any player's turn. If it fires on all four turns of a round, that's eight counters, the highest threshold any of them has, and Chief Miles O'Brien's seek out doubles whatever is already there.

Both Spacecraft I'm adding cost three, and both do something before they're stationed. The Seriema tutors a legend when it enters. Inspirit, Flagship Vessel needs one charge counter to start, then charges another artifact at every combat on your turn. Karn's Bastion proliferates all of them at once, and Seven of Nine already puts two charge counters on an artifact whenever its loot discards a nonland card. Every Spacecraft here is a legendary artifact costing three or more, so each one is also a Picard draw on arrival.

The Spacecraft aren't the deck's only fliers. On the Shoulders of Giants gives every historic creature you control flying, and every creature in the list is a legend.

One of the box's Spacecraft is also its best sweeper. U.S.S. Enterprise-E, Sovereign destroys every tapped creature when it enters, and creatures untap only in their controller's untap step, so anything an opponent attacked with on their turn is still tapped on yours, unless it has vigilance. Cast the Enterprise in your first main phase, before you attack or station, and your own creatures are standing. If you have to station first, The Seriema at seven or more makes your other tapped legends indestructible. Either way it's a legendary artifact costing five, so Picard draws a card off it.

Temporal Tribulation lets you set it off on an opponent's turn. It exiles two of your permanents, so target the Enterprise and one other after an opponent declares attackers, and the Enterprise returns at that turn's end step and destroys every attacker without vigilance. It loses its charge counters on the way, and anything of yours still tapped from your own turn dies too, unless the Seriema is protecting it.

The box's other three sweepers don't spare your side. Supreme Verdict stays, as the one reset that can't be countered. Chain Reaction hits every creature for as much damage as there are creatures in play, and Promise of Loyalty makes every player sacrifice all but one creature. Every creature in this deck is a legend with an ability the list leans on, so those two cost you as much as anyone at the table, and Path to Exile and Generous Gift take their slots, which moves spot removal from six cards to eight.

Chronomantic Escape goes as well. It stops creatures attacking you until your next turn, and suspended it comes back every third turn, but it never draws a card or adds anything to the board.

Fourteen Humans, and nothing in the deck counts them

Fourteen of the 25 creatures in the upgraded list, Picard included, are Human, and no card in the list cares. The one creature type any card here rewards is Officer: Worf, Son of Mogh pumps Officers and makes them, and Captain Janeway, Endgame draws when they connect. So Data, Kes, Rom and Leeta, Vic Fontaine and the rest being something other than Human costs nothing. What the deck counts is legendary, for The Seriema and On the Shoulders of Giants, and historic, for Picard, and every creature here is both. Path of Ancestry was the only card that rewarded sharing Picard's creature type, and it's one of the lands leaving.

Three five-drops stay. Data casts a free spell on every seek out trigger, on anyone's turn. Kes, Evolving Telepath draws one card at your end step, two the next, then three, and is sacrificed after the ninth. Fractured Identity exiles any nonland permanent and gives you a copy of it, though your other opponents get one too.

Commander William Riker and Loran of the Third Path also make an opponent draw, and they stay. Each one gives a single opponent as many cards as it gives you, where the cut cards gave three opponents a card each, and both can be used on another player's turn.

Three painlands and a Lantern for the white

The box's mana is close to right. It runs 38 lands with 13 basics, and the upgrade keeps both numbers. Path of Ancestry and Mystic Monastery always enter tapped, so Adarkar Wastes and Shivan Reef replace them. Command Beacon taps for colourless, and saving tax on a four-mana commander doesn't pay for that, so Inspiring Vantage takes its place. Talisman of Creativity, one of three Talismans, makes way for Chromatic Lantern.

Lands that always enter tapped drop from five to three. White sources go from 25 to 26, and red and blue stay at 26. White is the one that needed it. Four spells in the upgraded list want two white mana (Grand Crescendo, Supreme Verdict, The Seriema and U.S.S. Enterprise-E), and on the play the list has two white sources by turn three about 74% of the time, against 72% for the box. The Lantern covers the rest once it's down.

The three cycling duals stay, even though they always enter tapped. Cycling one is an instant-speed draw, which with the Archive or Teferi's Ageless Insight out is a seek out trigger on someone else's turn. Three more lands, Prairie Stream, Radiant Summit and Scorched Geyser, enter untapped only once you control two basics, and with 13 basics among 38 lands they often come in tapped on the early turns. Evolving Wilds, Fabled Passage, Terramorphic Expanse and Perilous Landscape all fetch basics, which helps from the middle turns on.

The upgraded decklist

Picard and the 99 after the swaps, grouped by card type, with the box’s new cards in the printings it ships. Hovering a name shows the card.

Playtest the upgraded deck

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

The two upgrade buttons open only the cards this guide adds, for when you already own the box. TCGplayer links are affiliate links, so we may earn a commission on purchases.

Commander 1

  • Jean-Luc Picard, Luminary

Creatures 24

  • B'Elanna Torres, Scrapper
  • Beverly Crusher, Ship's Doctor
  • Captain Janeway, Endgame
  • Chief Miles O'Brien
  • Commander William Riker
  • Data, Exploring Humanity
  • Dr. Pulaski, Cynical Clinician
  • Ensign Harry Kim, Operations
  • Ezri Dax, Newly Joined
  • Geordi La Forge, Innovator
  • Guinan, Ancient Advisor
  • Julian Bashir, Frontier Doctor
  • Kes, Evolving Telepath
  • Loran of the Third Path
  • Red Ghost, Intangible Genius
  • Reg Barclay, Fidgety Fantasist
  • Ro Laren, Double Agent
  • Rom and Leeta, Unlikely Pair
  • Seven of Nine, Tertiary Adjunct
  • Spot, Felis catus
  • Tom Paris, Risk-Taker
  • Tuvok, Chief Tactical Officer
  • Vic Fontaine, One Night Only
  • Worf, Son of Mogh

Instants 12

  • Abrade
  • Cryptic Command
  • Faithful Mending
  • Frantic Search
  • Generous Gift
  • Grand Crescendo
  • Negate
  • Path to Exile
  • Pongify
  • Swords to Plowshares
  • Temporal Tribulation
  • Thrill of Possibility

Sorceries 2

  • Fractured Identity
  • Supreme Verdict

Artifacts 20

  • Alhammarret's Archive
  • Arcane Signet
  • Chromatic Lantern
  • Commander's Sphere
  • Hedron Archive
  • Inspirit, Flagship Vessel
  • Malfunctioning Holodeck
  • Mind Stone
  • Sol Ring
  • Stonespeaker Crystal
  • Swiftfoot Boots
  • Talisman of Conviction
  • Talisman of Progress
  • The Seriema
  • Thought Vessel
  • U.S.S. Defiant, Tough Little Ship
  • U.S.S. Enterprise-C, Time-Tossed
  • U.S.S. Enterprise-E, Sovereign
  • U.S.S. Prometheus, Prototype
  • U.S.S. Stargazer, Here and There

Enchantments 3

  • On the Shoulders of Giants
  • Teferi's Ageless Insight
  • Unification

Lands 38

  • Adarkar Wastes
  • Battlefield Forge
  • Clifftop Retreat
  • Coastal Peak
  • Command Tower
  • Desolate Lighthouse
  • Evolving Wilds
  • Exotic Orchard
  • Fabled Passage
  • Frostboil Snarl
  • Furycalm Snarl
  • Glacial Fortress
  • Glittering Massif
  • Inspiring Vantage
  • Irrigated Farmland
  • 5× Island
  • Karn's Bastion
  • 4× Mountain
  • Perilous Landscape
  • 4× Plains
  • Port Town
  • Prairie Stream
  • Radiant Summit
  • Scorched Geyser
  • Shivan Reef
  • Sulfur Falls
  • Terramorphic Expanse
  • Training Center

FAQ

Do seek out abilities trigger on other players' turns?

Yes. Seek out counts the second card you draw in a turn, and any player's turn qualifies, so one seek out card can trigger four times a round in a four-player game. On your own turn the draw step gives you the first card. On anyone else's you need two draws in that turn, or a single draw while Alhammarret's Archive or Teferi's Ageless Insight is out, because either one turns it into two.

Is the upgraded Federation Fleet list legal before 13 November?

Not yet. The twelve cards this guide adds are legal now, but the 32 new Star Trek cards the list keeps from the box (34 in the box itself, Picard among them) are recorded as not legal in Commander until the set releases on 13 November 2026. That's a placeholder for the release date, not a ban, so a deck checker will flag them until then and accept them after.

What do the Federation Fleet upgrades cost?

About $17.49 for all twelve at the cheapest released printing of each, on 28 October 2026. Teferi's Ageless Insight is the dearest at about $3.97 and Karn's Bastion next at about $3.05, while Red Ghost and Shivan Reef cost 24 cents each. The box's new cards have no settled prices before release, so this page doesn't put a total on the deck itself.

Will U.S.S. Enterprise-E, Sovereign destroy my own creatures?

Only the tapped ones. Cast it in your first main phase, before you attack or station, and your creatures are untapped, while anything an opponent attacked with on their turn is still tapped unless it has vigilance. If you've already tapped creatures to station, The Seriema at seven or more charge counters makes your other tapped legends indestructible, and every creature in this list is a legend.

Should Captain Janeway, Endgame lead this deck instead of Picard?

I'd keep Picard. Janeway draws a card and makes an Officer token when Officers connect, and the list has seven Officers counting her and Picard, so she needs combat to do anything. Picard draws off 36 permanents in the upgraded 99 and feeds twelve cards that pay off a second draw. Janeway still earns a slot in the 99: she's a legend costing four, so she's a Picard draw when she arrives.

What happens with Alhammarret's Archive and Teferi's Ageless Insight both out?

Both replace a draw with two, and they stack, so every card you'd draw after the first in your draw step becomes four. That includes Kes, Evolving Telepath's end-step draws, so watch your library. The Archive also doubles the life you gain, which turns Dr. Pulaski's 4 life on each seek out trigger into 8.