Duel Decks: Starcraft

Duel Decks: Starcraft by jameschanlee

165 cards in Multiverse

1 with no rarity, 60 commons, 59 uncommons,
18 rares, 3 mythics, 21 basics, 3 tokens

1 token hybrid whitered, 1 token blue, 1 token green, 35 white, 21 blue, 16 black,
17 red, 16 green, 14 multicolour, 6 artifact, 37 land

614 comments total

Soliciting feedback for next version! Please see highlighted comment. Latest Version 3.24

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Cardset comments (25) | Add a comment on this cardset

The set creator would like to draw your attention to these comments:

On Vortex (reply):

The "exile at end step to clear for an 'extra' turn" is not something less enfranchised will know at offset.

So I would suggest the following "trick":

Exile target nonland permanent until end of turn. (It returns under its owner's control.)

On Stalker (reply):

Fylgia. What's a good wording?

Wither had really intuitive wording but falls flat if i try to use it for this.

(This enters the battlefield with 2 psi counters. Damage is dealt to this by first removing a psi counter per 1 damage if able.) ?

(This enters the battlefield with 2 psi counters. This takes damage by removing that many psi counters first if able.) ?

I suppose I could word it exactly like Ursine Fylgja, though I would really prefer not to - I'll need to rebalance again since it's a really strong counter against one of Zerg's primary attack vectors Corruptor Volatile Burst

(This enters the battlefield with 2 psi counters. You must remove a psi counter to prevent 1 damage to this if able.)

(This enters the battlefield with 2 psi counters. Remove a psi counter instead of taking 1 damage if able)

(This enters the battlefield with 2 psi counters. Each psi counter prevents 1 damage to this, then is removed.)

On Sniper Round (reply):

bad flavor. white punishes action, not inaction

On Firebat (reply):

replace with non CC cost and with a less complex board state

On Thor (reply):

uninspired, not flavorful

On Science Vessel (reply):

Plays well mechanically ,but color pie and flavor fail. This is a black ability, albeit a very rare one. Scivessel with >0 power is also weird.

On Explosive Payload (reply):

try to see if you can avoid X costs for beginners.

Recently active cards: (all recent activity)

{1}{u}
 
 C 
Instant
Exile target nonland permanent until end of turn. (It returns under its owner's control.)
11 comments
last 2017-06-29 10:11:47 by Tahazzar
 C 
Enchantment
At the beginning of your upkeep, put a psi counter on Warp Gate. Then if Warp Gate has three or more psi counters on it, sacrifice it. If you do, create a 3/3 blue Protoss creature token.
5 comments
last 2017-06-26 09:48:50 by Tahazzar
{1}{w}
 
 C 
Creature – Protoss Warrior
Shield 1 (This enters the battlefield with one psi counters. Each psi counter prevents 1 damage to this, then is removed.)
Vigilance
2/2
8 comments
last 2016-04-05 04:15:16 by keflexxx
 C 
Land
Shield Battery enters the battlefield tapped.
When Shield Battery enters the battlefield, put a psi counter (Each psi counter prevents 1 damage to this, then is removed.) on target creature.
{t}: Add {w} to your mana pool.
1 comment
2017-06-13 12:00:05 by jameschanlee
 C 
Sorcery
Put target creature into its owner's library second from the top.
15 comments
last 2017-06-25 22:33:17 by jameschanlee

Recent comments: (all recent activity)
On Vortex:

Considering the card development wise, I would say this is quite powerful and little bit out of ordinary for {u}. So far only {w} has ever flickered noncreature permanents: blue flickers creatures only as far as I know - and in the most commons cases your own with the style of "exile, then return immediately".

Personally I'm always wary whenevery {u} seemingly gnaws and hoards at other color's mechanics - since that's something it has been doing since the very beginning. I find that {u} is the easiest color to get the "accidental" color bends. It also gets anything that is new & wacky so there's certainly an imbalance in color pie that way if you ask me.

Technically it doesn't help with any of {u}'s weaknesses and is quite similar to bouncing so I guess it's not that big of a deal.

I would say this is weaker than Flickerwisp but stronger than Turn to Mist.

Plus, for the "product" in question this might not be a such particular relevant consideration.

On Duel Decks: Starcraft:

Tahazzar: For Terran, I'm banking on the documentation available for Morph, as this is basically Morph that you can reverse. If I find something better you can be certain this would go out of the window though.

In the meantime, I changed the reminder text to better match the morph pattern.

On Vortex:
On Vortex:

Yep, that works fine rules-wise. It's like Banishing Light or Palace Jailer's ability on an instant. You'll get the ETB triggers during the end step.

On Vortex:

As far as I know, yes.

From Banisher Priest's gatherer rulings:

7/1/2013: Banisher Priest's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Banisher Priest have a single ability that creates two one-shot effects: one that exiles the creature when the ability resolves, and another that returns the exiled card to the battlefield immediately after Banisher Priest leaves the battlefield.

I've found the "do stuff until" wording tech reeally useful.

On Vortex:

I'd much prefer that. Is this theoretically possible under the rules? Will there still be time for ETB abilities to trigger?

On Vortex:

The "exile at end step to clear for an 'extra' turn" is not something less enfranchised will know at offset.

So I would suggest the following "trick":

Exile target nonland permanent until end of turn. (It returns under its owner's control.)

On Warp Gate:

Now you need cards that deal damage to enchantments :P

Theoretically the rules could be updated so that if noncreature enchantment was dealt damage equal or greater than its CMC it would be destroyed.

This reminds me of suspend.

On Duel Decks: Starcraft:

The new Spawn looks pretty good in that it forces the "right way" to play the deck upon players which might be hesitant to do so otherwise.

The update on Shield is nice too. I didn't like the old variation but gave no mention of it since I was unsure if it was something that just the more enfranchised players might question (as in how does it exactly work).

That Switch though... It has two separate abilities slapped together which alone I think would cause some head scratching; one that is used from hand and other while it's on the battlefield - regardless whether it's face-up or face down. Also the whole thing about being face down is obviously problematic for newer players but that was something you already acknowledged.

On Stasis Ward:

reduced complexity.

Before: enchantment

1WU
When ~ enters the battlefield, look at target player’s hand, then choose a nonland card from it. Spells with that card’s name can’t be cast. (As long as this is on the battlefield)

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