“We Are the Borg” Precon Upgrade Guide | Star Trek | 774
Nov 10, 2026 · 1h 15m
Summary
Hosts Rachel Weeks and Becky Bell analyze the "We Are The Borg" pre-constructed deck from the Star Trek set, focusing on the Esper-colored commander The Borg Queen. They evaluate the deck's financial value, noting strong reprint quality despite a high MSRP, and discuss its mechanical strengths and weaknesses, such as its reliance on anthem effects and lack of early-game evasion. The episode concludes with a $50 budget upgrade, recommending ten specific card additions and removals to improve disruption and board protection.
Topics discussed
Introduction to the Star Trek pre-con and Borg Queen
Explaining the 'Assimilate' mechanic and Borg Queen stats
Strategy for the expensive Borg Queen commander
Backup commander: Locutus of Borg and deck adjustments
Locutus gameplay: early game combat and board presence
Pre-con design philosophy: card advantage vs. cost
Sponsor: Ultra Pro sleeves and organization products
Sponsor: X Return series for gameplay improvement
Pre-con pricing and reprint value analysis
New card count and thematic art in the pre-con
Value breakdown of the 51 new cards
Hidden gems: Academy Ruins and other overlooked cards
Reprinted staples: Immortal Sun and its utility
Card advantage and anthem effects with Skull Clamp
Resilience and removal: Toxic Deluge and Academy Ruins
Colorless anthem effects and their limitations
Reprint trends and future card availability
Deck stats: Ramp count and awkward pieces
Card advantage density and conditional effects
Disruption package analysis
Artifact creature count and deck identity
Static anthem effects and board buffs
Charge counter synergy and spacecrafts
Average mana value and comparison to other pre-cons
Power level comparison with Final Fantasy and Turtles
Sponsor: Archidect and listener feedback
Mana efficiency and activated ability costs
Token generation and wide game strategy
Chromas Borg: A potential alternative commander
Ward 2 and static effect protection
Charge counter creatures and land search abilities
Proactive effects and graveyard interaction
Card advantage and setup protection
Land drops and double-spell strategy
Upgrade plan: 10 cards to add, $50 budget
Adding disruption: Flesh is Weak and Organic Extinction
Enchantment disruption and budget-friendly picks
Path to Exile and early game threats
Flavor vs. function: Crystal Skull vs. Mystic Forge
Assassin's Creed cards and flavor fit
Refilling hand after ramp and creature plays
Flying Thopters and artifact sacrifice for cards
Urza, Lord High Artificer as a key inclusion
Felwar Stone for additional mana density
Vigilance and indestructibility utility
Liberator Urza's Battle Thopter and flash synergy
Cost vs. benefit of high-impact cards
Thopter Foundry combo potential
Infinite Thopter loop with Sword of the Meek
Budget constraints and easy includes
Spacecrafts: Milling and blocking abilities
Assimilation saga and board state manipulation
Board wipes and token generation strategy
Self-harm and awkward turn structures
Removing Disallow: Counter vs. Protection
Return to Dust and Winding Clock interactions
Gift of Perfection: Assimilating from library
Critique of Gift of Perfection's narrow results
Telegraphing big turns and opponent responses
Sponsor: Card Kingdom for purchasing upgrades
Sponsor: Ultra Pro sleeves and post-upgrade strategy
Board presence and life total management
Value of artifact creatures vs. chump blocking
Conclusion and upcoming Star Trek deck upgrades
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