Precon Upgrade Guide
What to cut, what to add, and how to play Federation Fleet, the Jeskai Star Trek Commander precon led by Jean-Luc Picard, Luminary, out November 13, 2026.
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Shown here is the commander's card art, not the box.
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Federation Fleet is a draw engine that turns into a board: twelve cards in the deck do something whenever you draw your second card in a turn, from Jean-Luc Picard, Luminary putting charge counters on your starships to Data, Exploring Humanity casting a spell for free. It plays well out of the box. What holds it back is that it hands opponents a lot of cards along the way, three of its four sweepers take its own creatures with them, and a few slots go to cards that barely touch the plan. The first upgrades make the draw one-sided, add draw you can use on other players' turns, and protect the board instead of wiping it.
TurnZero HQ rates Federation Fleet a 4 out of 5 on difficulty and a 3 out of 5 on power, as it comes in the box. That is our editorial read, not an official Wizards rating. The full hundred cards are on the Federation Fleet decklist page, and every other precon we cover is on the precon directory.
Seek out is the engine, and it counts every turn, not only yours: it triggers whenever you draw your second card in a turn. On your own turn that is easy. Your draw step gives you the first card, and Picard draws you another whenever a historic permanent (an artifact, a legendary or a Saga) with mana value 3 or more enters under your control. Every creature in the deck is legendary and all five starships are artifacts, so once Picard is out, most of your plays turn seek out on.
What each trigger does depends on who is on the battlefield. Rom and Leeta, Unlikely Pair make two tapped Treasures, Data, Exploring Humanity discovers 4, Ro Laren, Double Agent deals 2 damage to each opponent, Beverly Crusher, Ship's Doctor puts a +1/+1 counter on each of up to three creatures, and Tom Paris, Risk-Taker gives your creatures flying, double strike, vigilance and haste until end of turn. On an opponent's turn you need two draws, which is what Commander William Riker, Alhammarret's Archive and the deck's looters are for.
The five Spacecraft are the other half of the plan. A Spacecraft is a plain artifact until it has enough charge counters, which you add with station: tap another creature you control, as a sorcery, to put charge counters equal to its power on the ship. Picard adds two on every seek out, Seven of Nine, Tertiary Adjunct adds two whenever its loot discards a nonland card, and Chief Miles O'Brien doubles them. Captain Janeway, Endgame is the second commander in the box, for a game where you'd rather have your Officers attack and draw on combat damage.
Jean-Luc Picard, Luminary ↗
Draws a card whenever another historic permanent you control with mana value 3 or more enters, which on your turn is usually your second draw. Seek out then puts a +1/+1 counter on another creature and two charge counters on a Spacecraft.
Data, Exploring Humanity ↗
Seek out discovers 4: exile cards from the top until a nonland card with mana value 4 or less, then cast it for free or put it in your hand. Every trigger is a free spell.
Rom and Leeta, Unlikely Pair ↗
Two tapped Treasures on every seek out. With a trigger on most turns, it is a steady source of extra mana.
Chief Miles O'Brien ↗
Seek out doubles each kind of counter on an artifact or creature you control. Point it at a ship that already has four charge counters and it has eight.
Commander William Riker ↗
Vigilance and haste, plus {1} and a tap to have you and an opponent each draw two. Used on an opponent's turn, that is two draws at once, so seek out triggers on their turn as well.
Alhammarret's Archive ↗
Every draw except the first one in your draw step becomes two, so any single draw on any turn turns seek out on. It also doubles your life gain. Printed in this box as Orb of the Emissary.
The deck hands out a lot of cards. Howling Mine gives every opponent an extra card in each of their draw steps, Ambassador K'Ehleyr has each player draw at the start of your combat, and Commander William Riker, Loran of the Third Path, Unification and Fevered Visions all draw for opponents too. Some of that is the price of turning seek out on during other players' turns, but on your own turn you rarely need the help: your draw step plus one Picard trigger already does it.
Three of the deck's sweepers take your own board with them however you time them. Chain Reaction deals damage to each creature equal to the number of creatures on the battlefield, Promise of Loyalty leaves every player one creature, and Supreme Verdict destroys them all. The fourth, U.S.S. Enterprise-E, Sovereign, destroys only tapped creatures, so cast it before you station or attack. Only Grand Crescendo and Temporal Tribulation protect anything, and in a deck whose 26 creatures are the engine, one reset is plenty. A few other slots barely touch the plan: Stonespeaker Crystal is a four-mana colorless rock in a list that already runs 38 lands and nine other rocks, Chronomantic Escape costs six mana to stop one round of attacks, and Ezri Dax, Newly Joined needs a creature to have died that turn before she copies anything.
Each upgrade below starts from something the deck does poorly and says what a replacement card has to do. The cards named are examples, not the only answer: if you own something else that does the same job, or a newer printing does it better, it goes in the same slot. Make one change at a time and play a few games between them, so you can tell which change helped. The general method is in how to upgrade a Commander precon →
Seek out only cares that you drew a second card. Cards that draw for you alone, or that turn one draw into two, get you the trigger without giving three opponents the same help.
What to look for One-sided draw, ideally on a historic permanent with mana value 3 or more so Picard draws when it enters too, or an effect that makes each extra draw two cards. If you already own Consecrated Sphinx, it does this job better than anything below: two cards every time an opponent draws means a seek out on every opponent's turn.
Cut, for example
Howling Mine It does turn seek out on in every one of your draw steps. The cost is that every opponent gets the same extra card, so the table draws three for each of yours, and Picard already gets you that second draw on most turns. If your table never punishes the extra cards, it can stay.
Ambassador K'Ehleyr Every player draws at the start of each of your combats. That reliably gives you a second draw before attacks, but each opponent gets a card every time too.
Add, for example
Teferi's Ageless Insight ↗
A legendary enchantment, so Picard draws when it enters. After that, every draw except the first one in your draw step becomes two, so one loot on an opponent's turn is enough for seek out.
Jhoira, Weatherlight Captain ↗
Draws a card whenever you cast a historic spell. Every creature here is legendary and the ships and rocks are artifacts, so it draws on most of the spells you cast after it.
Bident of Thassa ↗
Draws a card for each creature that deals combat damage to a player, and it's legendary, so Picard draws when it enters. A Tom Paris trigger gives every attacker double strike, which means two draws each.
On an opponent's turn you start from zero cards drawn, so seek out needs two draws. Most of the box's instant-speed draw (Seven of Nine, Tertiary Adjunct, Ro Laren, Double Agent, Desolate Lighthouse, Ensign Harry Kim, Operations, the rocks you can sacrifice) gives you one card at a time. Hedron Archive is the exception, since sacrificing it draws two, so keep it. A cheap spell that draws two or more at once gets you an extra seek out every round.
What to look for Instants that draw two or more cards for three mana or less, so you can leave the mana up and cast them at the end of an opponent's turn.
Cut, for example
Stonespeaker Crystal Four mana for two colorless, and sacrificing it draws only one card. With 38 lands and nine other rocks, the deck has the mana; what it lacks is something to spend it on during other turns.
Dr. Pulaski, Cynical Clinician Two mana for 4 life on each seek out. Your life total rarely decides this deck's games, and the slot does more as a draw spell.
Add, for example
Brainstorm ↗
One blue mana to draw three, then put two back on top. Three draws at instant speed is a seek out trigger on any turn.
Quick Study ↗
Three mana at instant speed to draw two. Plain, and exactly what an opponent's end step needs.
Thirst for Knowledge ↗
Draws three at instant speed. Discard one artifact, such as a starship you can't cast yet or a spare rock, instead of two cards, and Unification can put a discarded starship onto the battlefield later.
Your creatures are the engine, so a sweeper that takes them too costs you more than anyone else at the table. Keep Supreme Verdict for the game where you fall behind, and spend the other slots on keeping your board alive through someone else's wipe.
What to look for Instant-speed protection for the whole board, or something that keeps Picard from being targeted. Cheap or free matters more than powerful.
Cut, for example
Chain Reaction Deals damage to each creature equal to the number of creatures on the battlefield. Once your board is out, it kills your own creatures first.
Promise of Loyalty Each player keeps one creature and sacrifices the rest. You have the most creatures to lose, so it rarely trades in your favor.
Chronomantic Escape Six mana, or three turns of waiting on suspend, to stop creatures attacking you for one round. It doesn't move the plan forward.
Add, for example
Flawless Maneuver ↗
Free to cast while you control a commander, and every creature you control gains indestructible until end of turn. Holding it up costs you nothing.
Boros Charm ↗
Two mana for indestructible on every permanent you control, starships included. The other modes, 4 damage to a player or double strike on an attacker, help you close a game.
Lightning Greaves ↗
Equip costs nothing, so Picard has shroud and haste from the turn it is cast, and you can move the Greaves to whichever creature needs it next.
The ships are the deck's evasive damage, but station only works at sorcery speed and taps creatures that could otherwise attack. Proliferate adds a charge counter to every ship that already has one, and a +1/+1 counter to every creature that already has one, so it works best once you have stationed each ship at least once. You choose what gets a counter, so you can skip Kes, Evolving Telepath when she is close to nine time counters.
What to look for Proliferate, ideally on a card that also draws, so the same card can count toward seek out.
Cut, for example
Ezri Dax, Newly Joined Can only copy a creature card that went to your graveyard from the battlefield this turn. Most turns there is nothing to copy.
Guinan, Ancient Advisor Draws only if two or more of your creatures entered this turn. In a deck that usually plays one creature a turn, it often doesn't.
Command Beacon A colorless land that saves commander tax. Picard costs four, and a colorless land that does something every turn is a better use of the slot.
Add, for example
Tezzeret's Gambit ↗
Draw two, which is a seek out trigger by itself, then proliferate. You can pay 2 life instead of the blue mana.
Steady Progress ↗
An instant that proliferates and draws a card. On an opponent's turn, pair it with one more draw and seek out triggers.
Karn's Bastion ↗
Takes Command Beacon's slot as the colorless land: four mana and a tap to proliferate, on any turn you have mana to spare.
The deck wins in the air. U.S.S. Prometheus, Prototype at 8 charge counters deals its combat damage to each other opponent as well, On the Shoulders of Giants gives your historic creatures flying, and a seek out from Tom Paris, Risk-Taker before combat gives the whole team flying, double strike and haste. Ro Laren, Double Agent adds 2 damage to each opponent on every seek out, including the ones on their turns. The upgrades make the draw one-sided and keep the board alive long enough to get there.
A good fit for someone who likes an engine deck with a lot of small decisions: when to loot, which ship gets the counters, whether to save Riker's ability for an opponent's turn. There is a lot to track, with charge counters, +1/+1 counters and a dozen seek out triggers that each want a target. Players who want a more direct attacking deck can lead with Captain Janeway, Endgame instead, since that card comes in the same box.
Checked against the printed decklist on November 1, 2026.
TurnZero HQ keeps a win rate per deck version, so you can change a few cards, play some games, and see the difference instead of guessing.
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