Home / Magic: The Gathering / Star Trek / U.S.S. Enterprise-D, Galaxy-Class
U.S.S. Enterprise-D, Galaxy-Class
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Legendary Artifact — Spacecraft

U.S.S. Enterprise-D, Galaxy-Class

rare · Legendary Artifact — Spacecraft · Star Trek
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Whenever one or more charge counters are put on U.S.S. Enterprise-D for the first time each turn, exile the top card of your library. You may play that card this turn.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying, vigilance

Card Details

4/5Power / Toughness
{3}Mana Cost
3Prints

Character Background

U.S.S. Enterprise-D, Galaxy-Class reads like a classic flagship for a value-driven control deck: it starts as a modest three-mana spacecraft, then turns every clean station sequence into card advantage by exiling the top card of your library for a play this turn the first time counters are added each turn. Because the trigger only cares about the first charge-counter event, you want a deck that can reliably station it at sorcery speed while still developing the board with creatures that matter on their own, especially high-power bodies that can jump the counter total quickly. Token makers, mana dorks, and expendable utility creatures all help, and untapping with the Enterprise-D active means every turn can feel like a fresh strategic deployment. Once it reaches 7+, flying and vigilance make it both a resilient attacker and a solid blocker, so it fits best in grindy midrange-control shells that leverage extra cards without falling behind on tempo.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

U.S.S. Enterprise-D, Galaxy-Class reads like a classic flagship for a value-driven control deck: it starts as a modest three-mana spacecraft, then turns every clean station sequence into card advantage by exiling the top card of your library for a play this turn the first time counters are added each turn. Because the trigger only cares about the first charge-counter event, you want a deck that can reliably station it at sorcery speed while still developing the board with creatures that matter on their own, especially high-power bodies that can jump the counter total quickly. Token makers, mana dorks, and expendable utility creatures all help, and untapping with the Enterprise-D active means every turn can feel like a fresh strategic deployment. Once it reaches 7+, flying and vigilance make it both a resilient attacker and a solid blocker, so it fits best in grindy midrange-control shells that leverage extra cards without falling behind on tempo.

Generated using gpt-5.4-mini · Updated at 2026-08-09 09:20:43 UTC

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