Skip to content
  1. Commander Nexus
  2. Commanders
  3. Spock, Always Your Friend

Command zone

Spock, Always Your Friend

Spock, Always Your Friend

Legendary Creature — Vulcan Human Scientist

Spock wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Humans, Library Manipulation or Scientists.

  • Mana costbluered
  • Blue, Red ()
  • Power / toughness2 / 2
  • RarityUncommon

When Spock enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Build a deck with Spock Find it in the app

Archetypes
Themes

Cards That Fit Spock, Always Your Friend

Picked for what they do in Spock's deck. When two cards do the same job, the one with the lower comes first. All of them fit Spock's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Similar Commanders

Commanders that share the most with Spock, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryURPlayers write colors as letters: U for blue, R for red. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page