Lifelink
Whenever Brad Boimler becomes tapped, until end of turn, if one or more counters would be put on a permanent you control, that many plus one of each of those kinds of counters are put on that permanent instead.
If you gaining life causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever you gain life, put a +1/+1 counter on Dr. Crusher.
Choose one —
Kicker (You may pay an additional as you cast this spell.)
Counter target spell with mana value 2 or less. If this spell was kicked, instead counter target spell.
Federation — When Hoshi Sato enters, look at the top X cards of your library, where X is the number of creature types among non-Borg creatures you control. Put one of them into your hand and the rest on the bottom of your library in a random order.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a nontoken creature of their choice.
II — Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
III — You may sacrifice an artifact or creature. If you do, create two 2/2 black Romulan creature tokens.
When this creature enters, look at target opponent's hand. You may choose a nonland card from it. If you do, that player exiles that card, then draws a card.
First strike
Reckless Behavior — Whenever Beckett Mariner becomes tapped, put a promotion counter on her. Then if there are three or more promotion counters on her, remove those counters and she deals 2 damage to each opponent.
Whenever Captain Kirk enters or attacks, choose one. If you have no cards in hand, choose one or more instead.
I — Target creature you control fights up to one target creature an opponent controls.
II — You gain 3 life.
III — Return target creature card from your graveyard to your hand.
You may play an additional land on each of your turns.
Whenever Captain Janeway or another creature you control enters, that creature explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
I — All artifacts and creatures phase out. Create a 0/1 white Human creature token with "Permanents can't phase in." (Treat phased-out permanents and anything attached to them as though they don't exist.)
II — You draw two cards and each player loses 2 life.
III — Sacrifice a creature token. If you do, you gain 5 life.
Whenever you face a dilemma, draw a card. (You face a dilemma as you choose one or more modes for a spell or ability.)
Flying
When this creature enters, if you cast it, destroy all nonartifact creatures.
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
( : Add or .)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
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