Duel Decks Starcraft: Remastered: Recent Activity
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Recent updates to Duel Decks Starcraft: Remastered: (Generated at 2025-09-10 14:28:41)
Previously:
Viking


, Turn Viking face down: Viking gains flying until end of turn.
Artifact Creature - Terran [c]
Morph
3/3
3/3
Named "nydus worm" before; confusion since there's another "Nydus Network" card. Uses art of ((Contaminate))
that mechanic is basically just the phantom mechanic, which was on commons in judgment (Phantom Nomad)
but i don't necessarily think it's ideal either
what's the flavour of the mechanic exactly? what makes it feel protoss-like? i've never played starcraft so i'm not familiar with the source material
Previously:
Dragoon


, Remove a psi counter from Dragoon: Dragoon gains first strike until end of turn.
Psionic 1 (This creature enters the battlefield with a psi counter on it.)
3/3
due1818: Some variations have been tried for those, but none that would make it to common. Plus, it's very powerful.
Does anyone have any other suggestions?
Downside mechanics are generally viewed negatively, even though it makes the creature have better stats for its cost. What if shield was like the ability of Undergrowth Champion?
Yep, that's the point. It's a negative keyword, but wouldn't it be compensated by it being a 3/3 for 2CMC?
It might read a little cleaner (though it's much more powerful) if we set the base P/T to a reasonable level:
Zealot

Shield 1 (This creature enters the battlefield with a +1/+1 counter on it. Damage is dealt to it by removing +1/+1 counters first if able.)
2/2
this ability seems really unpleasant, it basically says "this creature takes damage as though sources had infect"
who wants to play that?
previously:
Zealot

, Remove a psi counter from Zealot: Prevent all damage that would be dealt to Zealot this turn.
Psionic 1 (This creature enters the battlefield with a psi counter on it.)
2/1
"psionic" doesnt actually DO anything and we've never had a keyword that doesnt do anything by itself. this is an attempt to tighten up the Protoss mechanic-- more flavorful while maintaining the blink synergy and their "more powerful" units. totally untested.
Previously: Psionic 1 (This creature enters the battlefield with a psi counter on it.) 1, Remove a psi counter from Zealot: Prevent all damage that would be dealt to Zealot this turn.
Oh yeah, this came across my Facebook feed yesterday. Really cool.
Hi!
I'm in the mood again to start editing my perpetually on-and-off set DDS. I've "released" it to the public several times, always monitoring the comments for problematic cards and mechanics. One thing we'd like is to tighten the mechanics of each race.
I'd like to ask anyone for feedback on this mechanic:
Zealot

Creature - Protoss Warrior [C]
Shield 2 (This enters the battlefield with two +1/+1 counters on it. Damage is dealt to this creature by removing +1/+1 counters from it first if possible.)
1/1
Is the reminder text "grokkable" enough for what we're doing? /u/onyxavenger from Reddit suggested some official rules for it:
Shield:
Shield is a keyword that represents two static abilities. "Shield N" means "This permanent enters the battlefield with N +1/+1 counters on it" and "If a source would deal damage to this creature while it has at least one +1/+1 counter on it, that damage isn't marked on that creature; instead each 1 damage that would be dealt removes a +1/+1 counter. Once the creature has no +1/+1 counters on it, any remaining damage is marked normally."
Example: I control a Dragoon, a 2/2 Protoss creature with Shield 2 (enters the battlefield with two +1/+1 counters and is a 4/4 creature). A player casts Lightning Bolt, an instant that says "Lightning Bolt deals 3 damage to target creature or player," targeting Dragoon. Since Dragoon has two +1/+1 counters on it, two +1/+1 counters are removed and the remaining 1 damage from Lightning Bolt is marked on that creature. Dragoon is now a 2/2 with 1 damage marked on it.
Example: A Dragoon is on the battlefield with two +1/+1 counters on it. (It's a 4/4 creature). It gets into combat with a Siege Tank, a 5/5 creature. Both +1/+1 counters is removed and the remaining 3 damage from Siege Tank is marked on Dragoon. Dragoon is now a 2/2 with 3 damage marked on it, and it is destroyed as a state-based action. Since damage happens simultaneously, the Siege Tank is a 5/5 creature with 4 damage marked on it.
We know what we're trying to do is intuitive, we're just stuck on choosing the best reminder text. It opens a LOT of design space:
Ways to protect your shields:
Dragoon



: ~ gains first strike until end of turn.
Creature - Protoss Warrior [C]
Shield 2
2/2
tweaks...
Reaver

,
: Put a +1/+1 counter on ~.
Artifact Creature - Protoss Warrior [U]
Shield 2
0/2
Void Ray

Creature - Protoss Ship [U]
Shield 1
Flying
Whenever ~ deals combat damage to a player, put a +1/+1 counter on it.
0/0
Carrier


Creature - Protoss Ship [R]
Shield 2
Flying
Whenever a +1/+1 counter is removed from ~, put a 1/1 blue Protoss Ship creature token with flying onto the battlefield.
3/3
We can even incorporate our Immortal to this design, making a creature that becomes stronger when it shrinks:
Immortal


Creature - Protoss Warrior [U]
Shield 2
Prevent all combat damage that would be dealt to ~ by creatures with greater power.
2/2
And other enablers: (if you cast this on a shielded creature, it keeps the counters but the counters don't disappear when it's hit):
Archon Meld

Enchantment - Aura [U]
Enchant permanent
Enchanted permanent is a 5/5 blue Protoss Archon creature (with trample?) and loses all other types and abilities.