Federation Fleet Upgrades

The second deck introduced in Magic: The Gathering Star Trek precons is Federation Fleet. A Red/Blue/White deck that appears to focus heavily on card draw.

At first glance, this deck does feel like a disappointment. I expected it to focus more on Spacecrafts, considering that makes up the Federation.

On top of that, if you follow spaceship logic, you can’t fly a ship without officers to operate its different stations. This deck itself is filled with officers, doctors, advisors, and everything else that makes up a full crew worthy of operating a starship.

After I took some time to think about it, a deck focused on card draw might not be a bad idea. We have 100 cards to play through, and that advantage might be just what the Federation needs if they plan on taking on the Borg.

Originally I wanted to combine this deck with cards from the Edge of Eternities Counter Intelligence Precon. After reviewing the cards, that may not be the best idea. While they share the same color combination, these decks have nothing else in common that would work together. Federation Fleet cares about second card draws, while Counter Intelligence is artifact focused.

Though, that doesn’t mean there isn’t anything from EoE we can use (Which i am still sifting through). And much like our Borg upgrades, I couldn’t help but “cheat” away from a Star Trek / Edge of Eternities exclusive deck.

Illustration of a character named Jean-Luc Picard from the Star Trek universe, depicted as a legendary creature card with a description of its abilities and mana cost.
A card featuring Captain Janeway as a legendary creature in a fantasy game, showcasing her character art in a space setting.

Deck Upgrade Parameters

Unlike the Borg precon, our Commander options for this deck is limited to Jean Luc, or Janeway. Janeway is great for creating officers, though her ability requires dealing combat damage which is not always guaranteed. For this reason, I chose Picard as my Commander choice.

Having a historic enter (Legendary, artifact, and sagas) seem a little easier to accomplish early game as I set up my board.

With his abilities, I want to build my deck to focus on:

  • 3+ mana historic cards
  • Card Draw
  • Proliferate (add one additional type of counter)
Card illustration of Ambassador K'Ehleyr, a legendary Klingon Human Advisor character, featuring a woman with distinct Klingon features and long hair, dressed in a red outfit, sitting thoughtfully with a serious expression.
A trading card featuring Captain Jean-Luc Picard from Star Trek, depicted in a space setting, pointing and giving a command. The card highlights his attributes as a legendary creature and provides game mechanics related to creature casting and abilities.

Ambassador K’ehleyr a great choice, but she is already in the Klingon Fury deck. To keep this deck more original I chose to take her out. The only benefit I see in this card is that she gets +1/+1 for each nonland revealed. While it is a card draw ability, it is focused on her and does not help my other creatures in any way. At best, the only reason I would keep her would be to buff her up, and use her to station my spacecrafts or as a heavy defence.

Captain Jean Luc Picard feels like a better fit. For the same mana cost this Picard is a 2/3 and gives other creatures a +1/+1 buff. On top of this, each creature of spacecraft we cast will create an additional 1/1 red officer and thanks to Picard, these officers become 2/2.

This will be a great help when I begin casting Spacecrafts and need to station them up.

Card artwork featuring Geordi La Forge, a human artificer, in a futuristic setting. He is holding a tool and working on a spaceship, surrounded by vibrant alien flora.
Illustration of Lt. Cmdr. Geordi La Forge, a legendary creature card from a tabletop game, depicted in a futuristic setting with a starship console.

Geordi Laforge Inovator is a great card to keep. Though the deck itself only has five spacecrafts, In a 100-card deck, your chances of having those seem rather slim which might make him less of an advantage.

I’m not too concerned about losing a card draw, especially when this deck already has plenty of card-draw abilities. And our next card cut will give us that draw back.

Lt. Commander La Forge may seem questionable considering I just mentioned the lack of spacecrafts in the deck, however my end goal is to include more after I have the opportunity to play the deck.

Card illustration of Tuvok, Chief Tactical Officer from a card game, featuring a Vulcan officer in a Starfleet uniform, surrounded by two other humanoid figures, with sci-fi elements in the background.
A card titled 'Scrawling Crawler' depicting a Phyrexian Construct creature in an eerie, blue-toned environment. The creature features skeletal limbs and an intricate design, with floating objects resembling cards around it. The text details its abilities in gameplay, indicating effects related to card drawing and life loss.

Tuvok Chief Tactical Officer seems like it may be the best course of action to swap. While he is a great defensive creature, unless you can return him to your hand for a second volley, he is only going to redirect one attack phase.

Scrawling Crawler, on the other hand, adds the extra card draw we want this deck to achieve. With this card in play, you can quickly advance the second card draw ability, while at the same time forcing your opponent to draw and take damage. This will also be a great help when we have Howling Mine

A digital card featuring the U.S.S. Enterprise-C, a fictional spacecraft, with a cosmic background of purple and blue hues. The card includes attributes such as 'Legendary Artifact - Spacecraft,' and describes game mechanics related to discarding cards and counter interactions.
Card illustration of U.S.S. Enterprise-A, a legendary artifact spacecraft from a trading card game, featuring a futuristic starship design set against a cosmic background.

Enterprise-C seems very appealing for card draw. However while that is our goal, I don’t want to draw myself out of the game. For five mana you can cast, and another three power tap to station we have a nice 6/6. Though this Enterprise doesn’t do much else for use other than flying. I would be willing to cut this to had something with a little more advantage.

Enterprise-A costs five mana to cast, so there is no change in mana cost. However, upon entry, we create three 1/1 officers that we can tap on the same turn to charge this Spacecraft. With another three (which isn’t hard to do) we can have this Spacecraft creature ready with Ward 2, flying and Lifelink. Considering this deck does not have a lot of lifegain, this seems like a better option.

Just like our Borg deck, this deck seems pretty well built for a precon, so there really isn’t too much I would change other than finding more ways to take advantage of the card draw triggers.

What do you think? Is there anything else from the Star Trek set you think would help advance this decks strategy?

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