Star Trek Draft

Star Trek Draft Archetypes: All 10 Color Pairs

Each two-color pair in Star Trek has two gold uncommons that tell you what the deck wants. Here is every pair: the plan, the signposts, the commons that carry it and the rares that fit it.

The Short Version

Star Trek has ten draft archetypes, one for each two-color pair, and each pair has two gold uncommons that spell out its plan. Don't commit to one in the first few picks. Take removal and the strongest cards, then move in when a pair's signpost or its best commons keep coming to you. Nine of the pairs also get a common Planet dual land, so the colors are easy to support once you choose.

Which colors are deepest, the best commons and the bombs to first-pick are in our Star Trek draft guide.

White-Blue: Spacecraft

White-blue taps its creatures to station Spacecraft, then flies over the top with them. It wants plenty of cheap bodies to do the tapping and a way to keep its ships alive.

Commons: Suurok-Class Science Vessel draws a card and flies at 5 counters, Class-F Shuttlecraft fixes mana, DOT-7 Repair Squad untaps a creature after it stations, and Warp Core adds two counters at a time. Rares to hope for: U.S.S. Enterprise-A, Free Spirit and Live Long and Prosper. This is the one pair with no common Planet.

Blue-Black: Dilemmas

Wizards built blue-black as the dilemma deck: you face a dilemma whenever you choose a mode, and this pair is paid for every one. It is a slower, value-minded deck that drains the opponent and draws cards.

Commons: Obsidian Order Operative drains 1 for every dilemma, and Federation Probe, Consider the Prime Directive, Make It So and Rogue Artificial Intelligence are all modal. Rares to hope for: Elim Garak, Simple Tailor, who drains 2 per dilemma, and Mirror Universe Intrusion. The Planet is Romulus.

Black-Red: Klingon Sacrifice

Black-red makes 2/1 haste Klingon tokens and sacrifices them for value. Its removal is the best of any pair, because it gets black's kill spells and red's burn together.

Commons: Cha'DIch Investigator and Boarding Action make the tokens; Eject the Warp Core, Dahar Master and Automated Warfare System sacrifice them; Battle-Scarred Survivalist grows when they die and Planetary Bombardment deals 4 after one has. Rares to hope for: Gowron, Eager for Battle, Khan, Vengeful Heart and General Chang, Cold Warrior. The Planet is Qo'noS.

Red-Green: Landfall

Red-green rewards every land you play. It's an aggressive deck that keeps adding pressure as long as it hits land drops, and it wants a few ways to put extra lands into play.

Commons: Xindi Surveyors, Planetary Patrol and Saurian Explorer grow on landfall, and Final Frontier and Temporal Conqueror keep the land drops coming. Rares to hope for: Hit It! and Will Riker, First in the Field, who puts two lands onto the battlefield every combat, for that turn. The Planet is Orion.

Green-White: Counters

Green-white spreads +1/+1 counters, then cashes in on creatures that have one. Many of its creatures are Doctors, and most of its counters come from creatures as they enter.

Commons: Dominion Supervisor gives creatures with counters trample, Emergency Medical Hologram, Federation Field Medic and Cold-Blooded Crew add counters as they enter, and Pure Energy spreads two. Rares to hope for: Dr. Joseph M'Benga, who doubles every counter, Deanna Troi, Psychic Counsel and The Inner Light. The Planet is Risa.

White-Black: Artifact Creatures

White-black is the Borg deck: a wide board of artifact creatures with lords that pump them. It gets black's removal too, which makes it one of the strongest pairs on paper.

Commons: Assault Drone gives artifact creatures +1/+0, Vexing Drone taps a blocker, Relentless Drednok is a cheap lifelinker, and Free Borg Revolutionaries pumps the team. Rares to hope for: Borg Cube, Primary Unimatrix Adjunct, which gives artifact creatures double strike, and Crystalline Entity, whose wipe spares your artifact creatures. The Planet is Cardassia Prime.

Blue-Red: Noncreature Spells

Blue-red plays a lower creature count and rewards casting instants, sorceries and artifacts. It needs enough removal and card draw to count as spells, and a few creatures that grow off them.

Commons: Cetacean Ops gets a counter for every noncreature spell, and Plasma Cascade, Reckless Impulse, Open Communications and Make It So are the spells. At uncommon, Academy Instructor makes an Officer per spell. Rares to hope for: Lieutenant Commander Data and Romulan Bird-of-Prey, which charges up every time you cast a noncreature spell. The Planet is Andoria.

Black-Green: Leaving the Graveyard

Black-green fills its graveyard, then gets paid whenever cards leave it. Beam me up spells, cards that exile from the graveyard and recursion all count, so the deck grinds long games.

Commons: First Contact and Temporal Conqueror mill, Relentless Drednok and Cybernetic Specialist take cards out of the graveyard, and Pattern Buffer Preservation and Final Frontier come back with beam me up. Rares to hope for: Sela, Tal Shiar Paradox and Nog, Ambitious Cadet. The Planet is Ferenginar.

Red-White: Power 8

Red-white attacks with 8 or more total power to turn on its bonuses. That number is easy to reach with three or four creatures, so the deck curves out and attacks every turn.

Commons: Tactical Officer grows and untaps, Cantankerous Captain gives menace, Pet Sehlat is four power for three when it has a partner, and Captain's Tutelage adds 2 more. Uncommons: La'An Noonien-Singh, Security and Una Chin-Riley, Number One. Rares to hope for: Kira Nerys, Firebrand and Captain Jean-Luc Picard. The Planet is Bajor.

Green-Blue: Strange New Worlds

Green-blue counts its differently named lands. In draft that means the Planet duals, New Planet tokens and a third basic type, so it's the hardest pair to build and the one most likely to be underdrafted.

Commons: Final Frontier fetches a Planet, Astute Terraformer gets cheaper to pump with each land name, Xenobotanist taps for any color, and Saurian Explorer makes a New Planet late. Pick up every Planet you see, whatever its colors. Rares to hope for: Captain Pike, Fullness of Time, Deep Space Scan and All Good Things.... The Planet is Earth, Sector 001.

Which Pairs Look Strongest

The pairs with black look best, because black has the best removal in the set. Black-red gets the most removal of any pair, and white-black adds the artifact lords. Red-white is the best pair without black, since it gets red's burn and white's flexible removal in an aggressive shell.

Green-blue looks hardest: it has the least removal and needs lands most drafters pass. That can work in its favor at a table where nobody else wants Planets. All of this is a read of the card text before release, so expect it to change once people play the format.

FAQ

What are the Star Trek draft archetypes?

White-blue Spacecraft, blue-black dilemmas, black-red Klingon sacrifice, red-green landfall, green-white +1/+1 counters, white-black artifact creatures, blue-red noncreature spells, black-green cards leaving your graveyard, red-white attacking with 8 or more total power, and green-blue differently named lands.

What is the best archetype in Star Trek draft?

From the card text, the black pairs look strongest, because black has the best removal: black-red Klingons and white-black artifact creatures in particular. Red-white is the best deck without black. Green-blue looks the hardest to build. This is a read before release, not win-rate data.

What does facing a dilemma mean in Star Trek?

You face a dilemma whenever you choose one or more modes for a spell or ability. Any "choose one" card counts, which is why blue-black's dilemma payoffs, such as Seven of Nine and Obsidian Order Operative, want cheap modal cards.

Which Star Trek color pair has no common dual land?

White-blue. Nine of the ten pairs get a common Planet land that enters tapped and gains 1 life, such as Qo'noS for black-red and Bajor for red-white. There is no white-blue Planet at common.

Three rounds, one deck. Keep the record.

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