Duel Decks Starcraft: Remastered: Recent Activity
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Recent updates to Duel Decks Starcraft: Remastered: (Generated at 2025-12-14 03:32:47)
draw two cards -> draw two cards then discard a card. balance reasons
2/1,+1/+1 -> 2/2, +1/+0.
added flash. ability 2->1B.
typo. token has haste
That does make sense.
Heh, I guess it is a Wall of Torches. With a couple of occasional other applications. Sounds good :)
playtest results: reduced toughness from 3 to 2. The card has SO MUCH value already. Not only does he reduce the cost of your guys, he gives them pseudo haste with his second drop ability.
0/3 -> 0/2.
the second biggest change, other than making Zealots 2/1. Now prevents runaway Zerg wins: Before, Forest -> Zergling, Swamp -> Hydralisk, start turn 3 with 3 creatures and spell backup is a common opening (Z and H are two-ofs) that's impossible to recover from, especially if you're Protoss. Now you have to choose between making a Zergling turn 2 or casting a 2CMC unit. Also now has more reasonable power level.
before: Whenever ~ deals combat damage to a player, put a 1/1 green Zerg creature token onto the battlefield.
playtest results: 2/2 -> 2/1. This may seem like a very small change, but the way this changes the dynamic is INCREDIBLE. before, Zealots were unfun, annoying, overpowered pieces of -. Now they still have two lives, but they get hit by Firebats, and get hurt by anything. They're MUCH more reasonable now, but still fun to play.
2/2 -> 2/1
morph 2W -> morph w
Found some sweet art for this! the white analogue of Chrono Boost. It's basically a simpler to understand version of suspend.
previously: Whenever another nonland permanent enters the battelfield under your control, you may gain 1 life.
void ray -> corsair
2BG -> 1BG. Added B ability.
morph and turn down costs W from 1W. Stats don't really change much, so it seems like too much mana investment.
Terran SCV -> SCV
Alex: playtested a fight version, this works. Note that all the top-level creatures (((Mothership))), Carrier, Battlecruiser, Thor, Ultralisk and Brood Lord have ETB abilities. This is both to make them more powerful, and to make them poor targets for Force Field and Vortex. By end-game, Protoss should have controlled the board with its powerful creatures, or lose.
7/6 -> 6/6. Previously: Trample // Whenever ~ deals combat damage to a player, destroy target noncreature permanent that player controls.
playtest results: Needn't have worried, this is a good card. I love the fact that it directly supports morph and salvage, yet fantastically useless when casting anything below 4cmc. Strange how this plus a Medic makes it a legit defensive option, blocking Zerg all day.
2G->3G. The slightly more.. underwhelming land.
before: ~ enters the battlefield tapped. //
: Add
to your mana pool. // 
: ~ becomes a 2/2 green Zerg creature. It's still a land.
Irradiate -> Irradiation to avoid name conflict