A Complete Guide To The Landing Party MTG Commander Deck

A Complete Guide To The Landing Party MTG Commander Deck

Published Oct 29, 2026, 2:17 PM EDT Niall (pronounced Ny-ul) is a UK-based writer who has been writing about Magic: The Gathering throughout his entire career, with everything from new set breakdowns and individual deck guides to offering his opinions on the state of formats and the general direction of the iconic TCG. Niall also has a rich history covering triple-A releases, sports games, and PC hardware. Rounding out the complete set of Magic: The Gathering Star Trek Commander decks, we finally have the full reveal of the Landing Party precon. This Bant deck makes use of the Strange New Worlds mechanic, as well as a handful of powerful Spacecrafts. As we've come to expect from Bant decks, this precon has plenty of ramp, along with some expensive, powerful spells and creatures. It's not the kind of Commander precon we'd recommend for new players, given how many mechanics it uses at once, but it's a great starting point for intermediate players looking for a challenge and who want to practice upgrading precons. Here is the full deck list for the Landing Party Star Trek Commander precon: Creatures Instants Sorceries Enchantments Artifacts Lands Commander Spock Merciful Mandate Austere Command Balance of Terror Shuttlecraft Galileo Shore Leave Planet Captain Kirk, Boldly Going Temporal Tribulation Wrath of God Exploration Command Chair Canopy Vista M'Ress, Crew Coordinator Heroic Intervention Echo of Eons Guardian Project Jeffries Tube Exotic Orchard Tribble Cluster Path to Exile Ponder S.S. Botany Bay Fabled Passage Colossal Clone Master Brainstorm Cultivate Starfleet Communicator Fortified Village Fleet Captain Christopher Pike Reality Shift Farseek Starship Enterprise Glacial Fortress Giant Space Amoeba Beast Within Harmonize U.S.S. Defiant, Mirror Migrant Hinterland Harbor Lieutenant Nyota Uhura Growth Spiral Nature's Lore U.S.S. Farragut, Bold Explorer Irrigated Farmland Sam Kirk, Xenoanthropologist Rampant Growth Arcane Signet Mosswort Bridge Amanda Grayson, Logic's Link Sol Ring Mutavault Christine Chapel, Combat Medic Port Town Janice Rand, Essential Aide Prairie Stream Lieutenant Hikaru Sulu Rain-Slicked Cpose Chief Kyle, Transporter Tech Scattered Groves Chief Montgomery Scott Sea of Clouds Lt. Arex, Ever-Adapting Sodden Verdure McCoy, Not a Bricklayer Sunpetal Grove Pavel Chekov, First Posting Temple of Enlightenment T'Pring, Never Parted Temple of Mystery The Guardian of Forever Temple of Plenty Planet Killer Vineglimmer Snarl Sun Titan Earth, Sector 001 Ancient Greenwarden Risa Augur of Autumn Vulcan Lotus Cobra Command Tower Scute Swarm Evolving Wilds Tireless Tracker Path of Ancestry Cold-Blooded Crew Reliquary Tower Syndicate Liquidators Seaside Citadel Satyr Wayfinder Temple of the False God Terramorphic Expanse Tranquil Landscape Forest x 4 Plains x 2 Island x 2 Commander Overview The face Commander for this deck is Commander Spock, a five-mana 3/5 who revolves entirely around the Strange New World ability. In his case, it states that whenever he enters the battlefield or attacks, you reveal the top card of your library. You may cast it without paying its mana costs, provided it costs as much or less than the number of differently named lands you control. If it's a land card, you can put it onto the battlefield tapped. If the card stays on top of your library, draw a card instead. As the backup Commander, we have one of the first cards ever leaked from this set, Captain Kirk, Boldly Going. This four-mana 3/4 has Vigilance and gives all Spacecraft creatures you control +3/+3. Plus, whenever she enters or attacks, you search your library or graveyard for a basic land card or a card named Starship Enterprise, reveal it, and put it into your hand. If you search your library this way, shuffle afterward. Strategy This deck has a few goals in mind; the first is to get as much mana into play as possible. Ramp is at the core of many Bant decks, and you'll pay high spell costs throughout the match, as well as ability costs. To do this effectively, you always want a surplus of mana sources on the table. Likewise, to activate and make the most of Strange New Worlds, you want as many differently named lands as possible, which is ideal in Commander, given you can only have copies of basics. Strange New Worlds, Landfall, +1/+1 counters, Trample, and card draw are the mechanics you'll lean on to guide you to victory. As fun as it is to play a deck with so many mechanics keeping it ticking, it can be a nightmare to manage in-game, so take it slow and, most importantly, hit all your triggers! Franchise Magic: The Gathering Original Release Date August 5, 1993 Publisher Wizards of the Coast Designer(s) Richard Garfield

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