[9.4/10] There it is, the moment that Discovery truly became a Star Trek show. I’m mostly being facetious with that comment, but “Magic to Make The Sanest Man Go Mad” is at least the point where Discovery feels the most like a Star Trek show. It encompasses so many hallmarks of the series: the wacky sci-fi obstacle, the colorful interloper, the creative problem-solving, and the attendant character development from whatever the weekly incident is. It’s as creative an hour of Trek storytelling as we’ve had in a long, long time, and that’s something to celebrate.

And then let’s repeat that celebration some 58 times or so. The premise of the episode is surprisingly straightforward given how topsy turvy things quickly get. Harry Mudd is trying to commandeer the Discovery and sell it to the Klingons using a time travel device that allows him to go all Groundhog Day on the ship. Stamets, thanks to his injection with tardigrade DNA and adventures with the spore drive, is the only one who remembers anything from jump-to-jump, and he has to convince Burnham to help him thwart Mudd.

From there, the episode goes wild but never loses the plot. As much as the episode is a story about the latest bit timey-wimey insanity to effect a Federation vessel (we see you, TNG and “Cause and Effect”), it’s also a story about Burnham learning to break out of her own routines and repetitive reflexes. The way the episode ties the repeating nature of the time loop with Burnham’s own personal growth is signposted pretty hard at the beginning and end of the episode, but for the most part, the two are blended together nigh-perfectly, without skimping on one element or the other.

To the point, I’m not sure we’ve had any scene quite like Stamets teaching Burnham how to dance in Discovery before. It’s the sort of human story in a fantastical setting that Star Trek does well, and in an episode that reminded me a lot of a gussied up take on The Next Generation (which isn’t a knock), that scene in particular, and the episode as a whole, reminded me of a big reason why TNG was such a cultural touchstone for so many of us: the characters and their meaningful interactions with one another, both on and off the clock.

It’s nice to see Burnham and Tilly paling around at a party together (where, apparently, people are still listening to remixed versions of “Stayin’ Alive” in the 23rd century). It’s nice to see the romantic sparks between Burnham and Ash play out naturally (albeit kind of insanely given the circumstances). And it’s nice to see Burnham and Stamets have those few minutes they won’t get back to stop and teach and muse a bit about what it is to be with someone. It’s those sorts of human moments that ground the show, and make it as much about the people floating around in that tin can as it is about the crazy premise of the week.

But what a premise! As I referenced above, it’s not the first time Star Trek has pulled this trick, but it’s done with alacrity here. The episode does a nice job at establishing the basic setup and stakes of the situation before diving back in and resetting things each time, and finding new directions to take the story. The iterative progress that Stamets and Burnham make is nigh-perfect, and while the show cheats a little bit (Burnham seems to remember things, or at least the show glosses over some necessary but repetitive infodumps), everything absolutely works in the moment.

That includes the sense of fun and whimsy at play here, and that starts with Rainn Wilson as Mudd. Holy cow is he a boon to this one, bringing that same scruffy, outsized energy as his predecessor and making himself a colorful character to liven up the staid confines of Starfleet. It’s a time-honored tradition in Star Trek (as his calling Lorca “mon capitan” alludes), and having Mudd ham it up ‘round the ship and unleash his scheme with alternating glee and exhaustion with the whole thing is an utter treat.

At the same time, the episode has fun with its rewind-based premise. The montage of different ways that Mudd kills Lorca is darkly comic. The different twists on small talk at the party are plenty amusing. And even Stamets hippie-dippie euphoria and then resigned perturbation at trying to fix all of this turns out pretty darn fun.

The ultimate solution is clever as well. It involves some of that classic Trek lateral thinking, with Burnham realize she’d be the only thing more valuable for Mudd to turn over to the Klingons than the ship, and some crew-wide bluffing to make the whole thing work. There’s an Oceans 11 quality to the whole thing. Sure, the episode doesn’t really sell that the crew of the Discovery may be giving up and giving in to Mudd, but it holds the question of what precisely they’re up to close to the vest, and the reveal is both a nice resolution and an amusing beat for Mudd that ties into the theme of the episode.

That theme is, again, heavily-underlined, with a strong focus on telling people how you really feel. As aesop’s go, it’s not bad, if oversimplified, but it leads to some strong character interactions between Burnham and Stamets and ultimately between Burnham and Ash.

There were a myriad of things that made Star Trek such an indelible part of pop culture over the years. Some of it was the wild scenarios our heroes would get into on a weekly basis. Some of it was the distinctive personalities they’d run into just as often. And much of it was the audience investing in the characters, caring about their personal trials and tribulations as much as the latest technobabble device or universe-wide threat. “Magic” manages to take all those elements and roll them together into one, entertaining hour that sets the high water mark for Discovery so far.

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