Duel Decks Starcraft: Remastered: Recent Activity
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Recent updates to Duel Decks Starcraft: Remastered: (Generated at 2025-06-22 14:33:14)
Thor's Hammer -> Strike Cannon. Cockatrice having problems with rendering apostrophes.
Playtest results: +2/+2. +3 is too much for
, even if it does echo Brute Force.
+3/+3 -> +2/+2
Sniper round -> Gauss Rifle. Art for Sniper Round used for EMP Round.
Alex: Changed the picture back (not that you can see it at this point haha).
Playstest results; I really, really like the way this plays. It's a 3-power wall and should be played as such - it's really powerful in that regard. Being RIDICULOUSLY impotent when it tries to attack makes me feel better about giving blue a 3-power creature. Stalker blink -> (((Purifier Beam))) is also a valid strategy, and it can drop down and do some insane damage before the opponent's recovery.
I'm thinking of giving this flash, but I suppose that would be too strong.
playtest results: I'm having issues with the charms ( Recharge, Calldown and Unburrow since they don't seem too... useful. Well they do, but not enough. Will re-think, abilities may drastically change every now and then while playtesting.
shield battery -> Recharge
playtest results: as expected, a free tapping ability is waaay too strong. Now it's still annoying since it can one-to-one the most dangerous threat on the other side of the board, but not the incredible game changer it was before.
Also, realizing that this is immune to (((Irradiation))) is pretty f-d up.
0/1 -> 1/1. Added cost
playtest results: Making the antiflyer ability an optional triggered ability rather than an activated ability (or a mandatory triggered ability) was fantastic. If you're facing this, you can play around it, waiting for Zerg to tap out before you throw your bombs out. If you're Zerg, it's also nice since you have to think of ways to suicide your little flyer. fun.
4B ability -> 2BB. Because original one was too expensive.
Revelation -> Envision to avoid name issues
2WW -> 3WW. before: Return target artifact from your graveyard to the battlefield. Salvage
(
, Exile this card from your graveyard: Draw a card.)"
Playtest results: The big bad tank. Having no trample feels weird from a gameplay perspective, but having trample feels weird from a color pie perspective. (Plus it's just OP). It's quite hard to remember to make a scarab at end of turn though.
-4 -> -5
Gave the cyling-from-hand ability to Supply Depot. I never really "got" why cycling should be on a Pylon anyway, other than mechanical reasons.
Now I hope the flavor is more clear, with the card sort of 'powering up' other lands. It's a shitty Skycloud Expanse, but the weakness is diminished with the way the Protoss deck is constructed.
previously: ~ enters the battlefield tapped. //
: Add
or
to your mana pool. // Cycling 
Protoss nexus -> nexus
Ok, this is a weird card. In the deck, it plays well.. since it's a one-of. Also synergizes with the Protoss need for long games. In the real world, i don't know how this would affect the metagame. Is it too strong?
before:
: Add
to your mana pool. Put a psi counter on ~. //
, Remove a psi counter from ~: Add
or
to your mana pool.
Orbital Command -> Sensor Tower