Star Trek Draft

Star Trek Draft Guide: Best Commons, Colors and BREAD Picks

Black is the deepest color in Star Trek, red and white are close behind, and green has the least removal. Here are the commons to take, the bombs worth a first pick, and how to find your two colors.

The Short Version

Take removal early, stay open for the first few picks, and let the gold uncommons tell you which two colors are flowing. Black has the best removal in the set, led by He's Dead, Jim, the only common that destroys any creature with no condition. Red and white are close behind it. Blue answers creatures for a turn or two rather than for good, and green has one common removal spell.

Star Trek's prerelease runs November 6 to 12, 2026, and the set releases November 13. Every card here was read from the card gallery Wizards completed on October 30 (one card was not yet public). The rankings are our read of the card text before anyone has played the format, so treat them as a starting point.

The Colors, Ranked

Each color has 15 commons and 16 uncommons, so the difference is in what those cards do. The ranking below is mostly about removal, because in a 40-card deck the cards that deal with your opponent's best creature are the ones you can't replace later in the draft.

ColorCommon removalUncommon removal
1. BlackHe's Dead, Jim; Eject the Warp CoreImpossible Choice, Resistance Is Futile, D'Ghor Bloodletter, In the Pale Moonlight, Bat'leth
2. RedPlasma Cascade, Planetary Bombardment, Genesis EffectTransporter Malfunction, Khaaaaaaaaaaaannn!
3. WhiteMalfunctioning Holodeck, Command Decision, Set Phasers to . . .70,000 Light-Years from Home, U.S.S. Excelsior
4. BlueGuidance Failure, Interstellar Effigy, MaroonedRules of Acquisition, Energize
5. GreenCommon GoalAmok Time

Black is first on quality. Red has more damage spells at common, but black's best removal kills a creature of any size: He's Dead, Jim at common, Impossible Choice at uncommon, and Resistance Is Futile for any nonartifact creature. Its creatures sacrifice and grow, which suits the Klingon and Borg decks.

Red has the most common removal: Plasma Cascade, Planetary Bombardment and Genesis Effect. Damage misses the largest creatures, which is why it sits just behind black.

White has the most flexible removal. Malfunctioning Holodeck exiles any nonland permanent for as long as it stays, Command Decision kills the big creatures red can't, and Set Phasers to . . . is a one-mana stun or a kill on an attacker.

Blue delays creatures rather than killing them. Marooned locks down a creature for good once you pay the extra {3}, while Guidance Failure and Interstellar Effigy buy a turn or two. It has two fliers and a flying Spacecraft at common, as many as any color, and the best card draw, so it's a good second color.

Green has Common Goal and Amok Time to remove creatures, and big bodies instead. Mugato, a five-mana 6/6 with reach, vigilance and deathtouch, is one of the best uncommons in the set. Green is a color to move into when it's open, not one to start in.

The 10 Best Commons

Most of the picks in a draft are commons, so this is the list to learn. All ten are removal: in a set where every color gets good creatures at common, the answers run out first. Between two cards of similar strength, take the one in a color you already have.

He's Dead, Jim

He's Dead, Jim ↗

Four mana, instant speed, destroy target creature, then surveil 1. The only common in the set that destroys any creature with no condition attached.

Plasma Cascade

Plasma Cascade ↗

Three mana for 3 damage to any target at instant speed, and you may discard a card to draw one. Kills most of the set's two- and three-drops.

Malfunctioning Holodeck

Malfunctioning Holodeck ↗

Three mana to exile any nonland permanent an opponent controls for as long as the Holodeck stays. Ward {2} makes it expensive to get the card back.

Eject the Warp Core

Eject the Warp Core ↗

Two mana for -2/-2, or -6/-6 if you sacrifice an artifact or creature as you cast it. Sacrifice a Klingon token and it kills almost anything.

Genesis Effect

Genesis Effect ↗

Five mana for 6 damage to a creature. You destroy one of your own lands, but you get a New Planet token that taps for any color, so you stay even on mana.

Set Phasers to . . .

Set Phasers to . . . ↗

One mana: stun any creature (tap it and skip its next untap), or deal 3 damage to an attacking creature. Both modes are useful in any white deck.

Planetary Bombardment

Planetary Bombardment ↗

One mana for 2 damage to a creature, or 4 if a creature died this turn. Cheap enough to pair with a trade in combat.

Command Decision

Command Decision ↗

Two mana to destroy a creature with power 4 or greater, or draw a card when there is no target. The big threats are the ones you need to answer.

Guidance Failure

Guidance Failure ↗

Puts a creature or Spacecraft on the top or bottom of its owner's library (their choice). It costs three against an attacker, four otherwise.

Common Goal

Common Goal ↗

Two mana: one or two of your creatures each deal damage equal to their power to an opposing creature. Green's only common removal, and a good one.

BREAD, Card by Card

BREAD is an old pick-order rule in Limited: Bombs, Removal, Evasion, Aggro, and avoid the Duds. It's a rule of thumb, not a law. A fourth removal spell is worth less than your deck's first good two-drop. Here is each letter filled in with Star Trek cards.

B: Bombs. Rares and mythics that win a game by themselves if your opponent can't answer them. Take these first and work out the colors later.

Close behind are Mr. Spock, Science Officer, who doubles every card you draw, and Khan, Vengeful Heart, a four-mana 5/3 that can sacrifice a spare creature to draw two cards.

R: Removal. The commons are in the list above. These are the uncommons worth taking over almost anything but a bomb.

E: Evasion. Creatures that get damage through. Fliers are the main kind here, and Spacecraft add more of them later in the game.

A: Aggro. Efficient attackers that punish a slow opponent. Klingons and red-white's power-8 deck are where these live.

D: Duds. Cards that look playable and rarely make a good deck. Take them late, if at all.

Mechanics That Change Your Picks

Beam me up lets you cast an instant or sorcery again from your graveyard if you also return one of your creatures to your hand. It's on ten cards, five of them common. Treat a beam me up card as one and a half cards, and remember that bouncing a creature with an enters ability (such as Cha'DIch Investigator) is an upside, not a cost.

You face a dilemma whenever you choose a mode for a spell or ability. Every "choose one" card counts, including Set Phasers to . . ., Consider the Prime Directive and Federation Probe. That makes cheap modal cards better in blue-black, where Obsidian Order Operative and Seven of Nine pay you for each one.

Station is back from Edge of Eternities on 17 cards: tap another creature to put charge counters on a Spacecraft equal to that creature's power, and at the printed number it gets its ability, which usually means it becomes a creature. Spacecraft are strong when you can afford to tap creatures, so they reward a deck with spare bodies and lose value when you are behind on board.

Federation counts the creature types among your non-Borg creatures. It's on a few uncommons draft decks will play, such as Saavik, Stoic Student, who deals that much damage to an attacking or blocking creature. A board of different crew members turns it on; a board of Borg drones doesn't.

Strange new worlds counts your differently named lands. In draft you'll have two basic types, so the count comes from the common Planet duals and the New Planet tokens some cards make. It belongs in the green-blue deck; elsewhere, read the number as two or three.

Stay Open, Then Find Your Lane

Each of the ten color pairs has two gold uncommons that show what the deck wants, such as Seven of Nine for blue-black dilemmas or Locutus, the One Who Speaks for white-black artifact creatures. When one of those comes to you around picks five to eight of the first pack, that's a sign the pair is open to your right.

Splashing is easy in this set. Nine of the ten pairs get a common Planet dual that enters tapped and gains you 1 life, and five commons have basic landcycling {2}. White-blue is the one pair with no common Planet.

All ten pairs, with their signposts, the commons that carry them and the rares to hope for, are in the next article. Star Trek draft archetypes: all 10 color pairs →

What We Don't Know Yet

Nobody has played this format yet. There are no win rates until the set is out, so the color ranking and the pick order above are a read of the card text. Formats often surprise people: a mechanic that looks slow on paper can turn out to be the best deck.

One main-set card, number 260, was not yet on Scryfall when we wrote this. It sits among the colorless artifacts, so it is unlikely to change the color ranking.

FAQ

What is the best color in Star Trek draft?

Black looks deepest from the card text. It has He's Dead, Jim, the only common that destroys any creature with no condition, plus Eject the Warp Core at common and Impossible Choice, Resistance Is Futile and D'Ghor Bloodletter at uncommon. Red and white are close behind, blue is a tempo color, and green has the least removal. This is a read of the cards before release, not win-rate data.

What is the best common in Star Trek?

He's Dead, Jim: four mana, instant, destroy target creature, then surveil 1. Plasma Cascade and Malfunctioning Holodeck are the next picks.

What does BREAD mean in Magic draft?

BREAD is an old pick-order rule of thumb: Bombs, Removal, Evasion, Aggro, Duds. Take a card that wins the game by itself first, then cards that answer the opponent's threats, then creatures that are hard to block, then efficient attackers, and avoid the cards that do nothing.

Is green bad in Star Trek draft?

Green has the least removal: Common Goal at common and Amok Time at uncommon. It does have big bodies such as Mugato, a five-mana 6/6 with reach, vigilance and deathtouch, and it carries the landfall and differently named lands decks. Draft it when it is open, but don't start there.

When is the Star Trek prerelease?

Prerelease events run November 6 to 12, 2026 at Wizards Play Network stores, and the set releases on November 13, 2026.

Three rounds, one deck. Keep the record.

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