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SC2 TCG

Blogs > Anon06
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Anon06
Profile Blog Joined June 2010
United States203 Posts
Last Edited: 2012-04-07 03:17:49
April 05 2012 01:15 GMT
#1
I went ahead and created a TCG out of the sc2 interface dds files based off MTG but there isn't enough epic art for every single unit and of course spells. So here's a preview card for each of the races let me know what you guys think.

The back of the cards.
http://img152.imageshack.us/img152/9333/previewcardback.png

Terran
http://img839.imageshack.us/img839/8505/previewterran.png

Protoss
http://img577.imageshack.us/img577/9333/previewprotoss.png

Zerg
http://img205.imageshack.us/img205/8567/previewzerg.png

The major differences being you play with 30 life instead of 20, legends aka heroes can't be targeted by spells aka abilities, you can have 5 copies of a card in your deck instead of 4, and finally there's no lands instead you can place a card from your hand face down once per turn as a land which provides a resource of the faction it belongs to when tapped.

The legend rule for heroes is a bit different also; there can only be one hero unit in play under your control at a time and if a hero unit you control is defeated you lose 10 life.

+ Show Spoiler +



[Rules and Information]

structure = artifacts creatures that can't attack but can block, they can only be damaged by units with ground weapons.
upgrades = enchantments, no way to destroy them in game.
ground unit = creatures
arial unit = flying creatures
heroic unit = there can only be one hero unit in play under your control at a time, if a hero you control is defeated you lose 10 life.
defense = toughness
attack = attack power
cloak = shroud + unblockable as long as your opponent doesn't control a detector.
shield = absorb, prevents damage.
splash = Abilities from your hand affect adjacent unit to the target.
Damage caused wether through combat or an activated ability also affects adjacent units to the target for half the damage dealt rounded down.
ability = instant.
activated ability on a unit = instant speed.
Upgrades of the same name don't stack.
Players have 30 life points.
unit =/= hero.
5 copies of a card per deck.
When a card calls for a biological target it can also target a psyonic unit instead because psyonic units are all biological but when a card calls for a psyonic target a biological unit can not be selected instead.

"biological = psyonic
psyonic =/= bilogical"



[The Cards]

Zealot (PP)
Ground Unit - Biological
Double Strike.
1/2 ---/Ground

Dragoon (2PP)
Ground Unit - Mechanical
3/4 Air/Ground

Stalker (2D)
Ground Unit - Mechanical
(1): Return this card to your hand.
2/3 Air/Ground

Immortal (4PP)
Ground Unit - Mechanical
Gains +2/+0 against units with defense 4 or more.
4/6 ---/Ground

For Auir (2PP)
Ability
Units you control get +2/+0 until the end of turn.

Phoenix (2P)
Aerial Unit - Mechanical
Double Strike
Tap: Tap target ground unit.
1/2 Air/-----

Carrier (4PPPP)
Aerial Unit - Mechanical
Carriers power is equal to the number of interceptor counters, when carrier is dealt damage remove that many interceptor counters from this card after combat.
(1): put an interceptor counter on this card to maximum of 8.
*/6 Air/Ground

Voidray (2DD)
Aerial Unit - Mechanical
Gains +4/+0 againts units with defense 4 or more.
2/3 Air/Ground

Dark Templar (2DD)
Ground Unit - Psyonic
Cloak
4/2 ---/Ground

Spawn Zerglings (1Z)
Ability
Flash Back (3ZZ)
Place four 1/1 zergling tokens with haste into play.

Scanner Sweep (1TT)
Ability
flash back (3T)
Choose One: look at your opponents hand or units you control gain detection until the end of turn.

Stim Pack (1TT)
Ability
All terran biological units you control gain +1/+0, haste, and attack this turn if able.

Thor (5TTT)
Ground Unit - Mechanical
Tap: Destroy target taped ground unit.
4/5 Air/Ground

Barracks (2T)
Structure
(TT): put a ground - biological 1/1 marine token into play during your next turn.
0/3

Orbital Nuke(5TTT)
Action
Destroy all units in play, they can't be regenerated. players don't suffer hero penalty.

Marine (T)
Ground Unit - Biological
First Strike
1/1 Air/Ground

Marauder (2T)
Ground Unit - Biological
gains +2/+0 against units with defense 4 or more.
2/3 Air/Ground

Medic (1T)
Ground Unit - Biological
(T),tap: prevents 1 damage to target biological unit you control.
0/1 ---/Ground

Firebat (1T)
Ground Unit - Biological
gains +2/+0 against biological units.
2/2 ---/Ground

Tactical Deployment (TTT)
Ability
Place 3 1/1 marine tokens into play.

Infest (3ZZ)
Ability
Place target non heroic biological unit from your opponents graveyard into play under your control.

Ultralisk (5ZZZ)
Ground Unit - Biological
Trample
Gains +2/+0 against structures.
6/6 ---/Ground

Hydralisk (2ZZ)
Ground Unit - Biological
First Strike
4/2 Air/Ground

Warpgate (2PP)
Structure
(*P), tap: search your deck for a ground unit with converted cost x or less and put it into play.
0/3

Gateway (2PP)
Structure
(2P): put a 2/2 ground - biological zealot token into play during your next turn.
0/3

Spawning Pool (2ZZ)
Structure
(ZZ): put two 1/1 ground - biological zergling tokens into play during your next turn.
0/3

Spire (4ZZ)
Structure
(2ZZ): put two 2/1 aerial - biological mutalisk tokens into play during your next turn.
0/4

Phoenix (2P)
Aerial Unit - Mechanical
Double Strike
tap: tap target ground unit with power 4 or less.
1/2 Air/-----

Raven (3T)
Aerial Unit - Mechanical
tap: put two 1/1 auto-turret tokens with defender into play until the end of your next turn.
(4), tap: destroy target taped unit.
0/2 ---/------

Battlecruiser (5TTT)
Aerial Unit - Mechanical
tap: deal 5 damage to target unit, this ability can't be used on your next turn.
4/6

Banshee (3TT)
Aerial Unit - Mechanical
(TT): gains cloak.
3/2 ---/Ground

Stargate (4PP)
Structure
(2P): put a 1/3 scout token with aerial into play during your next turn.

Viking (fighter mode) (1TT)
Aerial Unit - Mechanical
First Strike
2/2 Air/------

Probe (P)
Ground Unit - Robotic
Defender
tap: untap target resource you control.
1/1 ---/Ground

SCV (T)
Ground Unit - Mechanical
Defender
tap: untap target resource you control.
1/1 ---/Ground

Drone (Z)
Ground Unit - Biological
Defender
tap: untap target resource you control.
1/1 ---/Ground

Photon Cannon (2PP)
Structure
Detector
3/3 Air/Ground

Missile Turret (1T)
Structure
Detector
2/2 Air/-------

Spore Crawler (ZZ)
Structure
Detector
2/2 Air/-------

Spine Crawler (2Z)
Structure
Gains +2/+0 against units with defense 4 or more.
2/3 ---/Ground

Oracle (1PP)
Aerial Unit - Mechanical
tap: two target resources your opponent controls don't untap during his or her next untap.
0/1 ---/------

Reaper (1T)
Ground Unit - Bioloical
when reaper becomes the target of an ability your opponent controls return it to your hand.
1/1 ---/Ground

Pylon (PP)
Structure
tap: add a (P) to your resource pool.
0/2

Assimilator (2P)
Structure
tap: add (2) to your resource pool.
0/3

Supply Depot (TT)
Structure
tap: add a (T) to your resource pool.
0/2

Refinery (2T)
Structure
tap: add (2) to your resource pool.
0/3

Overlord (ZZ)
Aerial Unit - Biological
tap: add a (Z) to your resource pool.
0/2 ---/------

Extractor (2Z)
Structure
tap: add (2) to your resource pool.
0/3

Ghost (3TT)
Ground Unit - Psyonic
(TT): gains cloak.
(TT), tap: deal 3 damage to target biological unit.
2/2 Air/Ground

Siege Tank (siege mode)(2TT)
Ground Unit - Mechanical
Defender, Splash.
4/4 ---/Ground

Goliath (2T)
Ground Unit - Mechanical
2/3 Air/Ground

Roach (2Z)
Ground Unit - Biological
(Z):Regenerate.
2/3 ---/Ground

The Overmind (5ZZZ)
Ground Hero - Biological
Defender
Other non token zerg units you control gain +1/+1.
Whenever a biological unit is defeated draw a card.
0/6 ---/Ground

Baneling (1Z)
Ground Unit - Biological
biological units dealt damage by this card are destroyed after combat.
1/1 ---/Ground

Broodlord (4ZZZ)
Aerial Unit - Biological
When broodlord attacks put two 2/1 attacking broodling tokens into play until the end of turn.
0/5 ---/------

Gabriel Tosh, Mercenary (4TT)
Ground Hero - Psyonic
other specters you control gain +1/+1
when grabriel tosh deals combat damage to a player put two 1/1 specter tokens into play.
2/3

Psionic Storm (2PPP)
Ability
splash
Deal 1 damage for each (P) you control to target unit.

Irradiate (2TTT)
Action
splash
put a -0/-2 counter on target biological unit your opponent controls until the end of turn.

Plague (1ZZZ)
Action
splash
put a -2/-0 counter on target biological unit your opponent controls until the end of turn.

Sentry (2P)
Ground Unit - Robotic
tap: target ground unit with power 4 or less can't attack next turn.
1/2 Air/Ground

Planetary Fortress (5TTT)
structure
4/8 ---/Ground

Bunker (2T)
Structure
cycling (2)
Remove up to four terran biological units you control, bunkers power is equal to number of exiled units.
when bunker is defeated return the exiled cards to play.
*/5

Infestor (2ZZZ)
Ground unit - Psyonic
you may choose to not untap infestor during your upkeep.
tap: put 3 1/1 infested marine tokens into play until the end of your next turn.
tap: take control of target biological unit as long as infestor remains in play and taped.
0/2 ---/------

Fungal Growth (ZZZZ)
Ability
splash, flashback (5ZZZ)
Place a -1/-1 counter on target ground unit your opponent controls and tap the afflicted units.

Nydus Network (1zz)
Ability
choose one: upto two target units are unblockable this turn or return up to two units you control to your hand.

Swarm Host (3ZZZ)
Ground Unit - Biological
Gains cloak while attacking.
When swarm host attacks put 4 1/1 attacking broodling tokens into play.
0/4 ---/--------

Colossus (4PPP)
Ground Unit - Robotic
Splash
collosus can be dealt damage by units with air weapons.
5/5

Kerrigan, Queen of Blades (5ZZZ)
Ground Hero - Psyonic
* is equal to the number of non token zerg units you control.
other units you control gain +1/+0 while attacking.
*/5 Air/Ground

Spider Mine (TT)
Ability
Destroy target attacking ground unit with defense 3 or less.

Jim Raynor, Dominion Outlaw (3TT)
Ground Hero - Biological
When jim raynor comes into play put 2 1/1 marine tokens into play.
Units you control gain while attacking +1/+1.
3/3 Air/Ground

Archon (3PPP)
Ground Unit - Psyonic
Splash
3/6 Air/Ground

Consume (ZZ)
Ability
Flashback (3ZZ)
Sacrifice a biological unit you control, you gain life equal to its defense.

Corrupter (1ZZZ)
Aerial Unit - Biological
If corrupter deals combat damage to player that player discards a card at random.
3/2 Air/------

Hallucination (1PP)
Ability
Up to two target units are considered blocked this turn.

High Templar (3PP)
Ground Unit - Psyonic
tap: target non hero psyonic unit deals damage to istelf equal to its power.
0/2

Mind Control (5DD)
Ability
Take control of target non robotic unit permanently.

Lockdown (1TT)
Ability
Flashback (4TT)
Tap target mechanical or robotic unit.

Jim Raynor, Confederate Marshal (4TT)
Ground Hero - Biological
tap: untap two other target units you control and you gain 2 life.
3/3 Air/Ground

Sarah Kerrigan, Sons of Korhal Lieutenant (4TT)
Ground Hero - Psyonic
Gains lifelink while attacking.
Your opponents play with their hands revealed.
3/3 Air/Ground

Burrow (ZZ)
Ability
Flashback (2Z)
Tap target unit you control, it gains cloak until the end of turn.

Maelstrom (1PP)
Ability
Biological and Psyonic units can't attack or defend this turn.

Stasis Field (PP)
Ability
Tap target unit, it doesn't untap next turn.

Defensive Matrix (TT)
Ability
Target unit you control gains +0/+2 until the end of turn.

Science Vessel (3T)
Aerial Unit - Mechanical
Ability and upgrades cost (1) less to play.
0/3 ---/-----

Mothership (8PPP)
Arial Hero - Mechanical
Mothership costs (1) less to play for each non token protoss unit you control.
Units you control gain cloak.
4/6 Air/Ground

Mohandar, Nerazim Prelate (4DD)
Aerial Hero - Mechanical
tap: destroy target unit with defense 5 or more.
3/4

Urun, Aurigan Admiral (3PPP)
Arial Hero - Mechanical
Aerial units you control gain +1/+1.
2/3 Air/Ground

Fleet Beacon (2PP)
Structure
Kicker (2P)
when fleet beacon enter play search your deck for a carrier or tempest and put it into your hand, if the kicker was payed put it into play taped instead.
0/4

Greater Spire (2ZZ)
Structure
kicker (ZZ)
search your deck for a broodlord, guardian, or devourer and put it into your hand, if the kicker was payed put it into play tapped instead.
0/4

Fusion Core (2TT)
Structure
kicker (3)
search your deck for a battlecruiser and put it into your hand, if the kicker was payed put it into play instead.
0/4

Leviathan (4ZZZ)
Aerial Hero - Biological
Trample
6/6 Air/Ground

Disruption Web (1P)
Ability
Target unit with defender or structure can't block this turn.

Wraith (2T)
Aerial Unit - Mechanical
(2): gains cloak.
tap: deals 1 damage to target unit or player.
1/2 Air/Ground

Medivac (2TT)
Aerial Unit - Mechanical
tap: prevent 2 damage to target biological unit or gain 2 life.
0/2 ---/------

Supply Drop (1T)
Ability
flashback (2T)
search your deck for a card reveal it and put it into play as a resource.

Chrono Boost (1P)
Ability
Draw 1 card plus one more for each chrono boost in your discard.

Metabolic Boost (2Z)
Upgrade
Biological zerg ground units you control have haste.

U-238 Shells (1T)
Upgrade
Marines you control gain +1/+0.

Combat Shields (1T)
Upgrade
Marines you control gain +0/+1.

Zeratul, Nerazim Prelate (4DD)
Ground Hero - Psyonic
Cloak
(2): return zeratul to your hand.
5/3 ---/Ground

Lurker (2ZZZ)
splash.
Gains cloak while attacking.
2/4

Selendis, High Executor (6PPP)
Aerial Hero - Mechanical
(3PP), tap: destroy all ground units your opponent controls, disregard the hero penalty.
4/8 Air/Ground

Arcturus Mengsk, Dominion Emperor (4TT)
Ground Hero - Biological
whenever you draw a card you gain 1 life.
tap: draw 2 cards and discard one card.
0/3 ---/-------

Horace Warfield, Dominion General (3TT)
Ground Hero - Biological
Units cost (1) less to play.
marines you control gain +0/+1.
2/4 Air/Ground

Artanis, Akilae Hierarch (5PP)
Aerial Hero - Mechanical
Lifelink
Units cost (1) less to play.
4/5 Air/Ground

Nova Terra, Bounty Hunter
Ground Hero - Psyonic
* is equal to the number of psyonic units in play.
tap: remove target non heroic psyonic unit from play.
*/3 Air/Ground

Gravitic Boosters (2P)
Upgrade
Aerial units you control gain haste.

Zealot Charge (PP)
Ability
Sacrifice a zealot, destroy target biological ground unit with converted cost 5 or less.

Queen (2ZZ)
Ground Unit - Biological
Defender
When queen enters play look at the top 3 cards of you deck and add any zerg units to your hand shuffle the rest into your deck.
2/4 Air/Ground

Spawn Broodlings
Ability
destroy target biological ground unit and put 2 1/1 broodling tokens with haste into play until the end of turn.

Guardian (5ZZZ)
Aerial Unit -Biological
First Strike
5/4 Air/Ground

Khydarin Amulet (2P)
Upgrade
Ability costs are reduced by (1).

Adjutant Advisory (TT)
Ability
Draw 3 cards and discard a card.

Devourer (2ZZ)
Aerial Unit - Biological
Splash
2/3 Air/------

Tempest (3ZZZ)
Aerial Unit - Mechanical
Gains splash against aerial units.
4/4 Air/Ground

Scourge Ambush (*Z)
Ability
destroy target aerial unit with converted cost x or less.

Vortex (3PPP)
Ability
Remove up to three units your opponent controls from the game until the end of turn.

Evolution (*Z)
Ability
Search your deck for an upgrade with converted cost x or less and put it into play.

Research (TT)
Kicker (2)
Ability
Search your deck for an upgrade put it into your hand, if the kicker was payed put it into play instead.

Planet Cracker (3PPP)
Ability
Destroy two target resources.

Infested Colonist (ZZ)
Ground Unit - Biological
(ZZ) return infested colonist to play from your discard.
1/1 ---/Ground

Aberration (2ZZ)
Ground Unit - Biological
(ZZZ) return Aberration to play from your discard.
2/3 ---/Ground

Larva Inject (2Z)
Ability
Kicker (ZZZ)
Search your deck for up to two zerg units with converted cost 3 or less and add them to your hand, if the kicker was payed put them into play taped.

Terran Reactor (1TT)
Structure
Whenever a marine is put into play under your control from a source other than terran reactor you may pay (T) to put an additional 1/1 marine token into play.
0/1

Adrenal Glands (3ZZ)
Upgrade
Zerglings you control gain double strike.

Chitinous Plating (3ZZ)
Upgrade
Nontoken zerg units you control gain +0/+1.

Neosteel Frame (2TT)
Upgrade
Terran structures you control gain +0/+2.

Augmented Shields (2PP)
Upgrade
Protoss units you control gain +0/+1.

Overwhelm (3ZZZ)
Ability
Zerg units you control gain +1/+0 and trample until the end of turn.

Cloaked Ambush (2PP)
Ability
Reveal a unit from your hand and deal damage equal to its power to target attacking unit

Hellion (TT)
Ground Unit - Mechanical
Haste, Splash.
2/1 ---/Ground

Overseer (2ZZ)
Aerial Unit - Biological
Detector
tap: tap target structure.
0/3 ---/-----

Observer (1P)
Aerial Unit - Mechanical
Cloak, Detector.
tap: look at the top five cards of your opponents deck.
0/1 ---/-------

Sensor Tower (1T)
Structure
Detector, Cycling (2)
0/1 ---/------




-[Rejected Cards]-

Maar, Hybrid Destroyer (ZZZZZPPPPP)
Ground Hero - Psyonic
If maar is sent to the graveyard instead return it to your hand.
6/6 Air/Ground

Leg Enhancements (2PP)
Upgrade
zealots you control have haste.

Matt Horner, Hyperion Captain (5TTT)
Aerial Hero - Mechanical
tap: draw a card.
other aerial units you control gain +0/+1.
4/6 Air/Ground

Edmund Duke, Fleet Commander (6TT)
Aerial Hero - Mechanical
Other aerial units you control gain +1/+0.
4/6 Air/Ground

Corsair (2P)
Aerial Unit - Mechanical
tap: tap target structure or unit with defender.
1/2 Air/Ground

Dark Swarm (2ZZZ)
Ability
kicker (2Z)
choose one units you control take no combat damage this turn or units you control gain cloak until the end of turn. if the kicker was paid do both.

Mass Recall (1PPPP)
Ability
Choose one: up to 3 units you control are unblockable this turn or return upto 3 units to your hand.

Defiler (2ZZ)
Ground Unit - Biological
(2),tap: 2 target units you control gain cloak until the end of turn.
0/2 ---/------

Viper (2ZZ)
Aerial Unit - Biological
tap: tap target unit.
0/2 ---/------

Dark Shrine (2P)
Structure
tap: adds (DD) to your resource pool.
0/4

EMP Shockwave (TTTT)
Ability
Cycling (2)
Deals 1 damage to each protoss unit your opponent controls and protoss units can't use activated abilities this turn.

Reaver (3PPP)
Ground Unit - Robotic
splash
(2), tap: deals 4 damage to target ground unit.
0/4 ---/------

Neo-kevlar Armor (1T)
Equip Biological
Sacrifice: prevent 2 damage to the equipped unit.



-[Cards I haven't worked on yet]-

Brutalisk
Nyon, Tal'darim Executor
Karass, Daelaam Preator
fenix
dark archon
adun
ulrezaj
stukov
samir duran
tassadar
valerian mengsk
Raszagal, Nerazim Matriarch



Updated the OP with the card list feel free to suggest any cards or fixes to existing cards.

iNCuBuS_
Profile Blog Joined August 2004
United States905 Posts
April 05 2012 01:18 GMT
#2
The pictures are not working for me in your post, but I right clicked and copied the links to a new window and wow, those look great
MrZentor
Profile Joined December 2010
United States1648 Posts
April 05 2012 01:29 GMT
#3
I'll post them.

[image loading]

[image loading]

[image loading]

[image loading]
Falling’s just like flying, except there’s a more permanent destination.
Anon06
Profile Blog Joined June 2010
United States203 Posts
Last Edited: 2012-04-05 01:35:41
April 05 2012 01:35 GMT
#4
Thanks for posting them but those are the low quality versions the image host created; I put direct links to the hq version in the original post now since I can't get them to work as images.
TORTOISE
Profile Joined December 2010
United States515 Posts
April 05 2012 01:36 GMT
#5
The overmind is OP.
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
Last Edited: 2012-04-05 01:54:55
April 05 2012 01:48 GMT
#6
On April 05 2012 10:36 TORTOISE wrote:
The overmind is OP.


The Overmind has cc8, has no instant effect, and can't attack. It's effectively useless. I'd rather have a Grizzly Bear.

These look amazing visually though. Someone made some MTG:SC2 cards before, i'll see if i can find them, brb.

found them! http://multiverse.heroku.com/cardsets/196/visualspoiler
aka ChillyGonzalo / GnozL
turdburgler
Profile Blog Joined January 2011
England6749 Posts
Last Edited: 2012-04-05 01:53:51
April 05 2012 01:52 GMT
#7
[image loading]
Anon06
Profile Blog Joined June 2010
United States203 Posts
Last Edited: 2012-04-05 01:59:06
April 05 2012 01:55 GMT
#8
try just links, I figured somebody would have done something like this I tried to google it but didn't find any.
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
April 05 2012 01:55 GMT
#9
On April 05 2012 10:36 TORTOISE wrote:
The overmind is OP.

Do you mean unplayable?

8 mana for a wall lol
Anon06
Profile Blog Joined June 2010
United States203 Posts
April 05 2012 02:03 GMT
#10
it's its own game based off moderately mtg so 8 mana in sc2 is slightly different from 8 mana in mtg, plus if you draw it too early you can convert into a land.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
April 05 2012 02:22 GMT
#11
Did you get the mana/resource mechanic from Duel Masters, by any chance?
Also, losing 10 life for losing a Hero is a Death Spiral, so I'd remove that rule, but that's just my opinion of course.

Any reason why you're sticking so close to MTG rules btw? I'm sure there's plenty of aspects from Yugioh, Pokemon, Digimon, Duel Masters, Vampire: Eternal Struggle, or even Neopets card games that you could incorporate to make it slightly more unique.
aka ChillyGonzalo / GnozL
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
April 05 2012 03:38 GMT
#12
So there's only 3 lands? :O
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
April 05 2012 08:09 GMT
#13
These are some really good looking cards aesthetically
@RealHeyoka | ESL / DreamHack StarCraft Lead
Salivanth
Profile Blog Joined October 2010
Australia1071 Posts
April 05 2012 08:40 GMT
#14
For what it's worth, I used to play Magic at a semi-competitive level (I was basically high Diamond level percentage-wise in the rankings) so if you need a tester to try and find broken shit, I'd be happy to help you out when you get enough cards up. PM me if interested.
<@Wikt> so you are one of those nega-fans <@Wikt> that hates the company that makes a game and everything they stand for <@Wikt> but still plays the game <@Wikt> (like roughly 30% of blizzard's player base, maybe much more...)
Anon06
Profile Blog Joined June 2010
United States203 Posts
April 05 2012 19:42 GMT
#15
On April 05 2012 11:22 Fishgle wrote:
Did you get the mana/resource mechanic from Duel Masters, by any chance?
Also, losing 10 life for losing a Hero is a Death Spiral, so I'd remove that rule, but that's just my opinion of course.

Any reason why you're sticking so close to MTG rules btw? I'm sure there's plenty of aspects from Yugioh, Pokemon, Digimon, Duel Masters, Vampire: Eternal Struggle, or even Neopets card games that you could incorporate to make it slightly more unique.


The mana mechanic I got from VS and an free online tcg; can't remember the name but I'm aware other games use it.
the losing 10 life is punishment, heroes can't be targeted so the only way they can die is by messing up blocking or attacking or by blanket effects but the one blanket effect so far doesn't cause the loss of life if a hero is killed in it's text.
it hasn't been tested though so it might get reduced to 5 if its too much.

Stuck to mtg rules because I've played MTG, Yugioh, Pokemon (haven't played the rest you mentioned) on a competitive level locally and the best one by far was mtg to me and Pokemon was the least skill intensive. But the game itself resembles SC2 more than anything to me. I set it up so the same units in sc2 can counter the same units in the TCG, what I use from mtg is the keyword system, tapping, and the attack/block system. I could change the wording in the keyword system IE: flying = aerial, defender = stationary but I'm not sure if that would be confusing for everybody.

On April 05 2012 12:38 Abenson wrote:
So there's only 3 lands? :O


yes i wanted to have 4 total
p: protoss (yellow card)
t: terran (steel/green)
z: zerg (purple)
d: dark protoss (darkblue) the missing fourth but there was no in game UI I could use for it and no logo for dark templar maybe in they'll come in legacy of the void.
red dominion cards where a 5th I toyed around with in my head but ultimately scrapped.

On April 05 2012 17:40 Salivanth wrote:
For what it's worth, I used to play Magic at a semi-competitive level (I was basically high Diamond level percentage-wise in the rankings) so if you need a tester to try and find broken shit, I'd be happy to help you out when you get enough cards up. PM me if interested.


Sounds awesome but I'm not sure if I plan to continue there isn't enough art for each unit and spell unless I switch from art to in game screenshots, don't want it to be a mix a both computerization/art, seen it in Pokemon and it makes me want to puke. If there's enough interest I'll defiantly continue though.

what I could do is post the list of cards, but i need to fix up the list it's kinda messy.
Anon06
Profile Blog Joined June 2010
United States203 Posts
April 06 2012 16:39 GMT
#16
updated with the list.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
April 06 2012 19:01 GMT
#17
Pretty sick card game!
Have you printed these out yet?
It looks playable.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
Anon06
Profile Blog Joined June 2010
United States203 Posts
April 14 2012 18:33 GMT
#18
no i haven't, thanks.
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