Duel Decks Starcraft: Remastered: FAQ

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Mechanics | FAQ

MECHANIC FAQs

[STA] introduces three new mechanics: Spawn (Zerg) , Switch (Terran), and Shield.

SPAWN

SWITCH

SHIELD

Shield X (This enters the battlefield with X +1/+1 counters. Damage is dealt to this creature by removing that many +1/+1 counters first if able, with any excess damage dealt normally.)

Here’s how Shield works in practice:

Shield is not a damage prevention ability. Rather, it’s an alternate way of receiving damage, like poisonous or wither (Damage is dealt in the form of…) Cards like Corruptor work against Protoss that have their shields chipped away.


Individual card FAQs

Zerg

Ravager

Terran

EMP Round

Engineering Bay

Enhanced Munitions

Siege Tank

Tech Lab

Protoss

Archon

Chrono Boost

Envision

Hallucination

Warp In


GAMEPLAY FAQs

  1. Can I play anything other than 1v1?

    • 1v1v1 FFA and mirror matches should work but have not yet been tested. Please shoot me a line on your experience with this!
    • The set is not meant to be drafted or cubed, as the colors are unbalanced and the decks not meant to work with each other.
  2. Can I play this with / against MTG decks?

  3. Do I have to play with the implement cards?

    • No, but they're pretty fun, and reduce feel-bad moments in the game.

DESIGN FAQS

  1. Why doesn't ___ correctly represent the Starcraft unit/ability?

    • Gameplay purposes, mostly. It's easy to make a card that literally copies a Starcraft unit; less so to make it fun to play, simple, and work within the deck.
    • We've tried to strike a balance between playability, flavor, and available art, but playability goes over all.
    • There are also some mechanics which were scrapped:
      • Cloaking and detection. MTG doesn't have a direct analogue, ended up represented in different ways: Dark Templar, Wraith.
      • Restricting which units can hit air or ground only (Terran Banshee, Guardian, etc) caused complex board states with not much benefit.
      • Some spellcaster units like Infestor had to be given nonzero power to be more relevant in-game.
  2. Why are the deck colors the way they are?

    • Limiting to only two colors for this duel deck allows the player to focus on casting cards instead of being color-screwed or designing cards specifically to balance mana.
    • We wanted all five colors to be represented, and found that {w}{u} / {r}{w} / {b}{g} to be the best split.
    • Despite the strain on design, [STA] still tries to follow proper 2018 MTG 'color pie', except a couple of Zerg cards like Viper. I hope the benefit in gameplay makes up for this small rule-bending.
  3. Why are the names inconsistent?

  4. Why are there hardly any duplicates?

    • Similar to the commander format, having many different cards make the game more variable and fun.
  5. Are there plans to expand this deck? / I want to expand this deck. Can I have the design files?

    • Sorry, no plans at the moment to expand the deck.
    • I used a combination of a personalized Magic Set Editor file and Photoshop to make these and I can't share the set file. The art credits are all on the cards though, and can be found online.
  6. Why are there so many extra tokens? Printing costs will increase so much.

    • Printer studio only accepts cards within certain numeric multiples; it would cost the without the tokens and the sideboard cards.

Updated on 02 Apr 2019 by jameschanlee