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Rules guide · Artifact

K'Vort-Class RaiderHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Star Trek Commander· November 13, 2026
Carte Magic K'Vort-Class Raider

K'Vort-Class Raider 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

During your turn, this Spacecraft and creatures you control have hexproof. 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 4+.) 4+ | Flying, menace, haste

Complete guide

K'Vort-Class Raider is a formidable Spacecraft that provides your entire board with protection during your turn. By utilizing its unique Station ability, you can transform this dormant artifact into a high-impact creature ready for battle. This card excels in decks that can quickly generate power to meet its transformation threshold.

Tactical Protection and Transformation

While it is your turn, K'Vort-Class Raider grants itself and all creatures you control hexproof, ensuring your strategy remains uninterrupted by targeted removal. Its primary mechanic, Station, allows you to tap another creature you control as a sorcery to place charge counters on the Raider equal to that creature's power. Once the Raider has four or more charge counters, it becomes an artifact creature with a base power and toughness of 4/4.

Step-by-Step Resolution

First, ensure it is your main phase and the stack is empty. Activate the Station ability by tapping a creature you control. Upon resolution, count that creature's power and place that many charge counters on K'Vort-Class Raider. Immediately after the fourth counter is placed, the Raider's static ability applies, turning it into a creature with Flying, Menace, and Haste. Because it gains Haste, it can attack the same turn it becomes a creature if it was played that turn.

Common Pitfalls

A common mistake is forgetting that Station can only be activated as a sorcery, meaning you cannot use it to surprise block during an opponent's turn. Additionally, the hexproof benefit only applies during your turn; your creatures and the Raider itself are vulnerable to spells like Path to Exile during your opponent's upkeep or combat phase. Finally, if the Raider loses its charge counters and falls below four, it immediately ceases to be a creature.

Strategic Deployment

You should play K'Vort-Class Raider when you have a creature with at least 4 power ready to tap, allowing for an instant transformation. It is best used as a finisher in aggressive or midrange shells where the Menace and Flying keywords can bypass grounded blockers. The hexproof aura also makes this the perfect time to cast high-value spells or auras on your other creatures without fear of a response.

Interaction examples

Building the Crew

With K'Vort-Class Raider on the battlefield, you tap Solemn Simulacrum (which has 2 power) to use the Station ability. K'Vort-Class Raider gains two charge counters. Since it has fewer than four counters, it remains a non-creature artifact. You will need to tap another creature or use the Station ability again to reach the 4+ threshold.

Protecting Your Assets

During your turn, K'Vort-Class Raider grants itself hexproof. If an opponent tries to target your Raider or your creatures with a destruction spell while you are in your main phase, those spells are illegal targets. However, if you sacrifice Commander's Sphere to draw a card, remember that the Sphere itself is not a creature and does not receive hexproof from the Raider's ability.

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

How it works : K'Vort-Class Raider

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacyvintagecommanderoathbreakerduel
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