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CardName: Nuclear Strike Cost: 3RR Type: Enchantment Pow/Tgh: Rules Text: At the beginning of your upkeep, sacrifice Nuclear Strike and it deals 3 damage to each creature you don't control. Flavour Text: Set/Rarity: Duel Decks Starcraft: Remastered Rare |
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2WW -> 3WW
2 -> 2W, activation 3WW -> 2WW
The rare parallel to the common Seeker Missile. A holdover from the days where Terran's schtick was tapping/untapping. Still synergizes with the deck due to the rarely-used fact that face-down creatures have 0 converted mana cost, allowing you to set up some crazy kills.
Memory effect says this card cannot see print.
Easily fixed: ": Remove all psi counters from ~, then put any number of psi counters on ~. Activate this ability only any time you could cast a sorcery."
memory effect: solved.
Nah, Wizards are okay with occasional "Choose a blah" effects. See Hall of Triumph, Iona, Shield of Emeria, Lurebound Scarecrow, Adaptive Automaton, Curse of Wizardry, Cavern of Souls, Realmwright, Riders of Gavony, Xenograft... as well as things like Stigma Lasher. Choosing repeatedly is rarer, but seen on the recently printed Mystic Barrier.
Maybe. Now imagine you control 3 of these. And you're in control, and resetting the numbers every turn.
Then you use a bit of paper, or some dice...
Mystic Barrier! Wow, that's interesting. This and (((Widow Mine))) were made before that card, so "last chosen X" seems to be the correct wording.
By far the most complex card on you list. This could be potentially fine to keep but really what you need to do is playtest this a figure out is this worth the complexity. If player's are really enjoying that card and making the effort to figure out how it works then keep it. However if the gameplay isn't worth it then consider changing to something simpler.
Tactical Nuke
Enchantment - Aura [R]
Enchant nonland permanent
At the beginning of your upkeep, sacrifice ~ and destroy all nonland permanents with converted mana cost equal to enchanted permanent.
Still kinda captures the flavor of "aiming, then BOOM". Retains ability to destroy nonland permanents and squeeze out some extra mileage by morphing out of the way. Is it better? more, less intuitive?
I like that; like the kyrinn.
But then you're just begging to give ghost the ability: : ~'s CMC is now X. and you're back where you started.
Non optional is a worry, mind you.
Well once you've called down the nuke, it's not exactly cancellable! Except by killing the ghost who's aiming it, which is equivalent to destroying the enchanted permanent.
Yeah, I like that.
No need for a change-CMC effect, because if you want to destroy some things of CMC 4, say, then there will definitely be at least one thing of CMC 4 that you can put this on!
Tactical nuke -> nuclear strike. Changed to enchantment
fixed image
Maybe it should have an intervening clause like "If you do," like most other cards of this sort of design.
Yep, thanks for pointing that out. Fixed in next version.
Before:
Nuclear Strike
Enchantment - Aura [R]
Enchant nonland permanent
At the beginning of your upkeep, sacrifice ~. If you do, destroy enchanted permanent and each other nonland permanent with the same converted mana cost.
previously: "At the beginning of your end step, if you cast no spells this turn, you may put a charge counter on ~. Then if ~ has three or more charge counters on it, sacrifice it and deals 6 damage to each creature you don't control."
before: 2RR, At the beginning of your upkeep, put a charge counter on ~. Then if ~ has three or more charge counters on it, sacrifice it and it deals 4 damage to target player and each creature he or she controls.
fixed wording