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Rules guide · Legendary Artifact

Enterprise NX-01How it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek· November 13, 2026
Carte Magic Enterprise NX-01

Enterprise NX-01 is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

When Enterprise NX-01 enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 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 6+.) 6+ | Flying, vigilance

Complete guide

The Enterprise NX-01 is a legendary blue artifact that brings the thrill of space exploration to the battlefield. It serves as both a defensive utility tool and a massive flying threat once it gains enough momentum. By utilizing its Station ability, you can transform this Spacecraft into a formidable artifact creature.

Tactical Deployment

When Enterprise NX-01 enters the battlefield, you choose a target creature an opponent controls. That creature is tapped, and you place a stun counter on it. This effectively locks the creature down for two untap steps: the first time it would untap, the stun counter is removed instead, and it remains tapped. Only on the second untap step after the counter is gone will it untap as normal.

Understanding the Station Ability

Station is a specialized keyword that allows the Enterprise to grow. As a sorcery, you may tap another creature you control to put charge counters on Enterprise NX-01 equal to the tapped creature's power. If the Enterprise has six or more charge counters on it, it ceases to be just an artifact and becomes an artifact creature. This transformation is constant as long as the counter threshold is met.

Combat Readiness: The 6+ Threshold

Once the Enterprise NX-01 reaches six or more charge counters, it gains the Flying and Vigilance keywords. Its power and toughness are not defined by the card text, meaning it defaults to its printed values (likely indicated on the card frame as a 5/5 or 6/6 based on set conventions). Because it has Vigilance, it does not tap to attack, allowing it to stay ready for defense or further Station activations during your main phase.

Strategic Timing

Since Station can only be activated as a sorcery, you must plan your turn carefully. You cannot use it to respond to an opponent's spell or during combat. However, because the Enterprise only becomes a creature at six counters, it is immune to 'destroy all creatures' board wipes while it is below that threshold, making it a resilient threat until you are ready to launch.

Interaction examples

Powering Up the Warp Core

With Enterprise NX-01 on the battlefield, you can use the Station ability by tapping Solemn Simulacrum. Since Solemn Simulacrum has 2 power, you place two charge counters on the Enterprise. This brings you closer to the '6+' requirement while leaving the Golem on the field as a blocker (if it wasn't already tapped).

Resource Management

While Commander's Sphere provides the blue mana needed to cast Enterprise NX-01, it cannot be used for the Station ability because Station specifically requires tapping a 'creature.' As Commander's Sphere is a non-creature artifact, it cannot contribute its power to the Spacecraft's counter total.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Enterprise NX-01

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlduel
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