Duel Decks Starcraft: Remastered: Recent Activity
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Recent updates to Duel Decks Starcraft: Remastered: (Generated at 2025-12-13 23:56:29)
added creature type -> Protoss Assassin. :)
fixed creature type -> Protoss Warrior
fixed creature type -> Protoss ship
fixed creature type -> Shapeshifter
fixed creature type -> Artifact creature - Terran Ship
fixed creature type -> Cleric
fixed creature type -> Shapeshifter
included rarity -> common
included rarity -> Common
included rarity -> uncommon
2BG -> 3BG. Abilities changed. previously: [+1] Put a 1/1 green Zerg creature token with haste onto the battlefield. [-2] Target permanent becomes a Zerg creature with base power and toughness 3/3 in addition to its other types. [-2] Gain control of all Zerg.
4B -> 3B. 3/3 -> 2/3. (((Kerrigan, Queen of Blades))) moved to 5CC.
Playtest results 8/19/2014:
I read this somewhere before (MaRo?) but can't seem to find it again - fun game design is a balance between two things, drama and inevitability.
inevitability happens when a person, through incremental advantages, gets a sizeable enough lead that he's assured to win. This rewards the player who played better (or consistently got lucker)
Drama happens when the wind suddenly changes and the underdog manages to do something to turn the tide in his favor. This causes the most fun moments in the game, but too much drama will frustrate the players as they would feel the outcome is too random.
The problem I'm having right now is that I think drama can be increased. The decks as they currently stand (8/19/14) are pertty equal from a power perspective. However, that's also a problem - the consistency of the cards' powers mean that if you get behind on three land drops, you're pretty F*d. even the one drops in this deck are pretty strong, and barring certain cards, it's very hard to recover. Unless you're Protoss that has both Force Field and (((Purifier Beam))), and to a lesser extent the Terran Firebat. I'll see if I can add one or two more cards like these to other decks.
Fun cards:
fun Cards that create "minigames" - Changeling; Dark Templar - surprisingly! but it's always an interesting tactical decision whenever this guy eTBs, (((Widow Mine))) / (((Tactical Nuke))), (((Templar Archives))),
fun Surprise! cards - (((Contaminate))) [especially when tapped out]
fun drama (reversal of fortune) cards - Firebat, (((Purifier Beam))), Force Field, (((Gamete Meiosis)))
cards which are awesome when you're behind but very unfun when you're ahead:
Queen
Cards that don't pull their weight / sometimes unfun:
(((Mind Control))) - usually used to knock out the biggest threat, and just seal the deal. feel-bad card.
Stargate - never really used it, ability not synergistic in any way
(((Kerrigan, Queen of Blades))) - Some reshuffling of abilities is in order.Too bad I can't copy Sorin, Lord of Innistrad's ability.
Bombs in each deck (aside from the rares, which are self explanatory):
Protoss: EOT (((Mass Recall))) + (((Purifier Beam))); That **cking Sentry (good thing it's easy to get rid of, but still).
Terrran: Flying Siege Tank drops; unblocked Marine + Stimpack with enough mana is 9 hasty damage
Zerg: Overlord. Just freaking Overlord. Also any game where Zerg starts T1 (((Hive Cluster))) into Zergling; T2 Changeling.
Gave him reslience to (((Mind Control))), both for gameplay reasons (biggest Zerg creature ,feels bad when controlled) and flavor reasons - See Frenzied
Perviously: Trample // When ~ enters the battlefield, you may have it fight up two target creatures. (Each of those creatures deals damage equal to its power to ~ and vice versa.)