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“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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