Duel Decks Starcraft: Remastered: Recent Activity
Duel Decks Starcraft: Remastered: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | FAQ |
Recent updates to Duel Decks Starcraft: Remastered: (Generated at 2025-06-22 10:03:33)
Changed to a static ability, because the person I played with was irritated that you have to play it like miracles (you have to peek first at the card separately from your hand; it's very easy to forget this). Now plays easier.
It's usually played as a kill spell though (or a finisher). Question: If you play this on a 1/1 creature, do you have enough time to peek at the opponent's hand before his creature dies?
previously: Whenever enchanted creature's controller draws a card, that player loses 1 life unless he or she reveals that card.
4/5 -> 3/4.
Playtest results: Pushed back to
from 
. At 
, it competes with too many Morph creatures, and his original ability was too overcosted to do anything. Changed back to offensive tapping ability.
before: 2W, Vigilance //
,
: Tap target creature.
Made into token ability again to trigger ETB abilities and synergy with (((Gamete Meiosis)))
previously:
: ~ becomes a copy of another target Zerg creature you control. (It loses this ability.)
"gain control of all zerg" ability changed from -3 to -2.
Removed vigilance. Still annoying and O_o when it hits the other side of the table, but Terran and Zerg have quite a number of ways to deal with it so it's not the game-ender it seems to be. In the real world, this would have been a rare, I think.
removed vigilance
Settled on this ability, similar to the "breakthrough" ability in the great designer search 2. Works wonderfully with all other Zerg cards, power level strong but not overly insane.
Edit: 2/2. Made immune to Firebats.
2/2 -> 2/1. before: You may cast ~ for
if a creature you control dealt combat damage to an opponent this turn.
Banshee -> terran banshee to avoid name conflict.
Made rare. Showing one creature card is kind of useless, as Zerg will usually have that card anyway, and cast it on the same turn the land arrives.
Planning to put one rare land each for the three decks, (((Hive Cluster))), Command Center and Nexus. For kicks, I tried to make them generically powerful lands.
a Zerg creature card -> Two creature cards; uncommon -> rare
Playtest results: 2WW-> 1WW: Big change. Still within correct power levels, I believe.
2WW -> 1WW.
1W-> W
rate -> uncommon
Common -> Uncommon. Fantastic, fantastic card.
common -> uncommon
Playtest results: Now only hits nonflying creatures. Both for power levels and flavor. Plays really, really well. Zerg face O_o when it kills 5 tokens. Also now good anti-Zealot counter.
creature... -> creature without flying
EMP Shockwave -> EMP Round. Found better picture.