Star Trek Limited
The Star Trek prerelease runs November 6 to 12, 2026. You get six Play Boosters and a foil rare or mythic, and you build a 40-card sealed deck at the store. Here is what is in the kit, how sealed changes the read of the set, and how to build your deck step by step.
The Magic: The Gathering | Star Trek prerelease is a Sealed Deck event at Wizards Play Network stores from Friday, November 6 to Thursday, November 12, 2026, the week before the set's November 13 release. You open a Prerelease Pack, build a deck of at least 40 cards from it plus free basic lands, and play a few rounds.
For the deck itself: play two colors, build around your bombs and removal rather than your card count, and splash a third color only for a card worth it. Star Trek makes that splash easy with a common dual land for every color pair.
The Wizards Play Network product page lists six Star Trek Play Boosters, one traditional foil rare or mythic rare, and a spindown life counter. Each Play Booster holds 14 cards, so the packs give you 84 cards before the promo. Wizards' Where to Play Star Trek article lists a deck box in the kit as well.
The foil rare or mythic is part of your pool and legal in your deck. Treat it like any other card you opened: if it is in your deepest color it goes in, and if it is not, it waits in the sideboard.
If you can't make an event, or want a second pool to practice on, you can buy a Star Trek Prerelease Pack to open at home, or six Star Trek Play Boosters to practice a sealed build with friends.
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Each store schedules its own events inside the week, and the Wizards Play Network lets them start from 12 p.m. local time on Friday, November 6. Book a seat with your store early: each store gets a set allocation of Prerelease Packs. The WPN event page sets the format as Sealed Deck and recommends casual rules enforcement.
Stores choose how to pair players. Some run Swiss rounds like a tournament, and some use Player List Only, where you find your own opponents. Prizes are Star Trek Play Boosters, and the number depends on the store's allocation. Stores can also sell every Star Trek product during prerelease week, a week before it is on general sale.
What to bring, how long the day takes and what to do every round are the same at every prerelease, and our prerelease guide covers them with a phone-sized checklist.
Our Star Trek draft guide ranks the colors by removal, with black first and red second. That read holds in sealed, because removal is what you can't get anywhere else. Three things change.
First, you can't move into an open lane. In draft the two-color legendary uncommons tell you which pair is open. In sealed you get the ones you opened, so a strong gold uncommon is a reason to lean toward its pair, not a signal.
Second, sealed games usually run longer, because both decks are built from pools of mixed quality. That makes the expensive cards better. A seven-mana bomb like Gul Dukat, Colonial Prefect gets cast more often, and a Spacecraft has more turns to collect charge counters.
Third, green and blue may move. Green's bigger bodies hold up better in a slow game than in a fast draft, and blue's tempo cards, which tap or tuck creatures rather than kill them, are weaker when the opponent has time to replay what you bounced. That is a read of the cards, not of results, since nobody had played the set when this was written.
Six mechanics show up across a sealed pool. Read this before you sort, so you know which cards need a deck built around them and which are good anywhere.
Assimilate and Federation pull against each other. An assimilated creature becomes a Borg and loses its other creature types, and Federation ignores Borg, so a deck that wants both gets less from each. The Star Trek set page covers every mechanic in more detail.
A bomb is a card that wins the game if the opponent can't answer it. In sealed you build around them, because you can't count on drafting a second one. These eight stand out on a read of the card text. The two colorless ones go in any deck you build.
Crystalline Entity ↗
Eight mana, colorless, flying. If you cast it, it destroys all nonartifact creatures and stays behind. It fits any sealed deck that can reach eight lands.
U.S.S. Enterprise-D, Galaxy-Class ↗
Three colorless mana. The first time each turn you put charge counters on it, exile the top card of your library and you may play it. Flying and vigilance at 7+.
Gul Dukat, Colonial Prefect ↗
Seven mana with menace. At each end step, each opponent loses the life they already lost that turn again, and you gain that much.
Armus, Skin of Evil ↗
Seven mana with menace, and at your end step an opponent discards two cards. Early, discard it for {2}{B} to give a creature -4/-4.
The Wrath of Khan ↗
Three-mana Saga: 4 damage to an opponent's creature and you borrow it if it lives, then trade a card in hand for a new one, then each opponent sacrifices a nontoken permanent.
Captain Jean-Luc Picard ↗
Three mana. Your other creatures get +1/+1, and each creature or Spacecraft spell you cast makes a 1/1 Officer.
U.S.S. Enterprise-A, Free Spirit ↗
Five mana with ward {2}. It makes three 1/1 Officers when it enters, and they help station it to 6+, where it has flying and lifelink.
Mr. Spock, Science Officer ↗
Four mana. Every card you would draw becomes two, which buries the opponent in a long game. Watch your library: 40 cards go faster at two a turn.
Crystalline Entity is the card to play around. Against a player with eight lands and cards in hand, hold back a creature or two rather than committing your whole board. If you are the one with it, artifact creatures, including every assimilated Borg, survive the wipe.
Two rares sit just below these. Borg Cube is a seven-mana white-black Spacecraft that exiles a creature when it enters, then brings that creature onto your side as a Borg when it attacks. Captain Kathryn Janeway lets you play an extra land each turn, and each creature you control that enters explores. The draft guide's BREAD pick order lists the rest by letter.
The store sets the building time, usually 30 to 60 minutes. These steps fit in that. The general method is in our sealed deck guide; this is how it applies to Star Trek.
Make one pile per color, one for gold cards, one for colorless cards and one for lands. Put hybrid cards like Lore, Positronic Provocateur () in the gold pile for now, but remember they can go in a deck with either of their colors.
Set aside every bomb and every card that kills, exiles or locks down a creature, whatever its color. Most good sealed decks play at least three or four removal spells, and the colors that hold most of yours are usually your colors. These are the removal spells to look for.
Conditional removal gets better in sealed. Command Decision only destroys a creature with power 4 or greater, and Set Phasers to . . . only deals 3 damage to an attacking creature (or stuns one), but slower games give both more big creatures and more attacks to answer. Eject the Warp Core is -2/-2 for two mana, or -6/-6 if you sacrifice an artifact or creature as you cast it.
Count the cards in each color you would be happy to play. Two colors together need about 23, so a color with six good cards and little else is a splash, not a main color. Choose the pair with the best mix of bombs, removal and depth, not the pair with the most cards. Check the gold pile next: each color pair has two legendary uncommons, and if you opened both of one pair's, that is a good reason to play it. The archetypes guide says what each pair wants.
A splash is one to three cards of a third color, cast with a few lands of that color. Star Trek gives you three tools for it, so a removal spell or a bomb in a third color is usually worth a look.
Vulcan ↗
One of ten common Planets, one per color pair. Enters tapped, gains 1 life, taps for either color. This one is white-blue.
Rogue Artificial Intelligence ↗
Black's basic landcycler: a six-drop late, or {2} to find the basic your splash needs. Each color has one.
Genesis Effect ↗
Red removal that also swaps one of your lands for a Planet token that taps for any color.
Each color has one common creature with basic landcycling : Free Borg Revolutionaries, Humpback Whales, Rogue Artificial Intelligence, Horta and Cold-Blooded Crew. A landcycler can find any basic, so the one in your main colors also fetches your splash land. Two Planets that make the splash color, plus a landcycler or a basic of that color, is usually enough for one or two splash cards. Splash only for removal or a bomb, and avoid cards with two pips of the splash color.
Lay the deck out by mana value. Aim for a few two-drops, a solid middle at three and four, and no more than three or four cards at six or more. The landcyclers don't count against that top end in the same way, since they can be a land early. Play around 15 to 17 creatures: a Spacecraft needs creatures to tap before it attacks, and most of the set's payoffs count creatures.
Play 17 lands and 23 spells. Planets count as lands and enter tapped, which costs less in a slow format. The landcyclers are spells, so they don't replace a land, but they make a two-land hand easier to keep. If your deck has several cards at seven or eight mana, an 18th land is reasonable.
Keep your whole pool together until the event is over, since every card you opened can be sided in between games. Afterwards, sort out what is worth keeping: the Planets, the removal and the rares. In TurnZero HQ you can scan them into My Library and file them in a binder, so the next time you build a cube or a Commander deck you know what you have.
If you enjoyed the sealed games, Wizards' Magic Presents: To Boldly Go is a multi-week Sealed Deck league at stores from November 13, 2026 to January 28, 2027. Players who complete all four of its quadrants earn an extended-art Solemn Simulacrum promo, per the Where to Play article. For drafting the set, start with the Star Trek draft guide.
Prerelease events run November 6 to 12, 2026 at Wizards Play Network stores, and stores can start them from 12 p.m. local time on Friday, November 6. The set releases on November 13, 2026. Each store sets its own times, so check with yours.
Six Star Trek Play Boosters of 14 cards each, one extra rare or mythic rare in traditional foil, and a spindown life counter, according to the Wizards Play Network product page. Wizards' Where to Play Star Trek article also lists a deck box. Everything in the kit is yours to keep.
Six Play Boosters, plus the foil promo rare or mythic. You build your deck from those cards and as many basic lands as you want, which the store provides.
No. A sealed deck can only use the cards from your own kit plus basic lands. The promo in the kit counts as part of your pool, so you can play it.
Yes. Wizards recommends casual rules enforcement, some stores pair players casually rather than in a tournament bracket, and nobody in the room has played the set before. If you know how a turn of Magic works, you can play.
17 lands and 23 spells is the standard. Planets count toward the 17. The basic landcycling creatures are spells, not lands, so they do not replace one.
Keep it together until the event ends, because every card you opened is legal to side in between games. Afterwards, file the cards worth keeping, such as Planets, removal and any rares, into a binder so you can find them for a draft, a cube or a Commander deck.
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