Duel Decks Starcraft: Remastered: Recent Activity
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Recent updates to Duel Decks Starcraft: Remastered: (Generated at 2025-09-06 17:02:54)
Reactor -> Tech lab
The rare parallel to the common Seeker Missile. A holdover from the days where Terran's schtick was tapping/untapping. Still synergizes with the deck due to the rarely-used fact that face-down creatures have 0 converted mana cost, allowing you to set up some crazy kills.
2 -> 2W, activation 3WW -> 2WW
There are only so many ways to put 1/1 Zerg creatures onto the battlefield. Really. My biggest concern is actually how to differentiate this and the Brood Lord.
previous: Whenever a creature you control attacks, put a 1/1 green Zerg creature token onto the battlefield tapped and attacking.
Back to in-play cycling, with a higher cost. can't seem to find an alternative ability for it yet.
previously: artifact land which gives 1
only hits your units, gives haste
WU -> 1WU, used new exile template
Blue doesn't get 3 power for 2. I tried to limit it by making the creature very hard to attack with (again playing into Protoss defensive early game theme). I think the ability is a drawback... right?
2U -> 1U
before: ~ enters the battlefield tapped. //
: Add
or
to your mana pool. //
: ~ becomes a 1/1 Zerg creature until end of turn.
Zerg CIPTland. From design principles, should this be rare? It seems like "a land which can provide more than 1 color of mana on the turn it comes to play" is always rare.
Before: Spawning pool
No difference.
Ish. You need two of them to actually kill one or even attack past one. I certainly agree it's a superb design though.
Still a hard counter to Siege Tanks. :)
Another creature that's very hard to design for. The two-ofs of each deck are the cards which summarize their strategy:
Terran: Marine and Siege Tank (activated abilities and morph)
Protoss: Zealot and Vortex (strong and few creatures, bounce/exile, resetting psi counters)
Zerg: Zergling, Hydralisk. 1/1 creatures, attacking, using those 1/1 creatures
But it's so hard to think of an ability for Hydralisk that both captures the feel of the unit and translates well as a game mechanic. Prowl was supposed to be the Zerg repeated mechanic but it's not being used now.
Ladies and Gentlemen, WE HAVE OUR ZERG ABILITY.
Hydralisk

Creature - Zerg [C]
Raid - ~ enters the battlefield with a +1/+1 counter on it if a creature you control attacked this turn.
2/1
This can probably be
. The only reason it was 

was to be parallel to Dark Templar anyway.
Previously a

that has vigilance and the a repeatable tap to deal 1 damage ability.
Much simplified now. Thinking of making it only hit creatures without flying, both for flavor and power reasons. Still screams ZERGLING KILLER, though that's not necessarily a bad thing... because it is.
Giving reverse-deathtouch is slightly less complex than the previous "Target creature's power becomes 1 until end of turn."
This, combined with the deathtouch ability of Unburrow, are just different creative ways to squeeze the most out of the millions of 1/1 green Zerg you're sure to have.