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SC2 Magic Cards - Page 11

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Inquisitor1323
Profile Joined March 2012
370 Posts
November 18 2012 19:02 GMT
#201
On November 19 2012 02:17 Diks wrote:
Show nested quote +
On November 19 2012 01:56 GreyishTommy wrote:
this is cool, but i would prefer it with players instead of units :p


Idra 2BBB
6/8 flying vigilance trample
If you took 2 or more damages this turn; You lose the game at end of turn

That would be a risky card to play lol.
dugokontov
Profile Joined March 2012
Bosnia-Herzegovina14 Posts
November 19 2012 08:34 GMT
#202
Shouldn't Dark Templar be shadow or have fear?
Pumplekin
Profile Blog Joined April 2011
United Kingdom50 Posts
November 19 2012 20:59 GMT
#203
WARNING: LARGE WALL OF TEXT.

I liked this a lot, I think it is a fun and interesting project to merge two interests/hobbies. I used to play a lot of both SC and MTG, and so I've put together some feedback.

I've also tried to point out some of the templating errors I can see in it. (I'm not someone you want to proofread things for spelling, I'm minorly dyslexic).

I'm not convinced by associating each SC race with a single colour. I think SC races, and people/things within those races represent different parts of the magic colour pie. For example, Mengsk has aspects of black (willingness to sacrifice for power), but has some white aspects too (authority, even if impossed authority).

Zerg as a race have a lot of red/green in them as well (natural order, survival of the fittest, random impulsion), but when dominated by say Kerrigan or the Hive Mind would lose the red in favour of black.

---

On individual cards :-

Battlecruiser: 6/6 flying body for 7 is good (but not amazing), and the ability is very expensive/slow and unlikely to be used often. I think it could lose a bit from the body in exchange for a better ability on the Yamato, but then again, the Yamato isn't that popular in game, so this captures that quite nicely.
TEMPLATING: At the beginning of your upkeep, put a Yamato counter on Battlecruiser.
TEMPLATING: RRRR{tap} Remote 3 Yamato counters from Battlecruiser: Deal 7 Damage to Target Creature.
(Putting the Remove before the : indicates it is part of the cost, and something you must pay). If it is after the : it would cause problems).

Marauder: Uninspiring, but would see limited play for sure.

Supply Depot: Would certainly see some limited play, particularly in sets with lots of 2 powered attackers. I may tweak it to something like.
TEMPLATING: Change to the new "Enters the Battlefield" template.

Specter: This is Latch Seeker in red. I don't think this is a particularly red card, but it is very strong.
TEMPLATING: As much as I didn't want to point out spelling, this one makes a huge difference. The card name is "Specter" but the rules text refers to "Spectre".

Thor: IMO, this is significantly better, and significantly more likely to see play than the Battlecruiser (I guess a bit like SC2 then). It has a very good body for the cost, and can totally shut down certain decks that can't deal with it.

Reaper: Did you really mean the double negative on "Can't not". I think you mean "Reaper can't be blocked except by creatures with flying".

Yamato Cannon: Fine power level wise. Sorcery speed makes up for it's high power and flexibility. Red generally doesn't get this ability though to just zap any creature. Usually this is reserved for black.
TEMPLATING: Exile target artifact or creature.

Vulture: TEMPLATING. "Vulture comes into play with 3 mine tokens on it. RR{tap}, remove a mine token from Vulture: Put a 3/1 red Spidermine creature token with defender onto the battlefield."

Barracks: Feels underpowered these days.
TEMPLATING: "Put a 1/1 Marine Creature token onto the battlefield".

Medivac: Powerful. Very powerful. Amazingly powerful with pump effects, or cards like maruader. An obvious interaction is to use Medivac to pick up some Maruaders, and then pump them after the check for 6 or less power has been done.
TEMPLATING: "Infantry creatures you control get +0/+1. I'm really not sure how to template the last bit".

Medic: I'm assuming you don't want the healing ability to persist through turns. I'm also not sure how a player can gain the type infantry. I'd have this something like :-
TEMPLATING: "Activated abilities of Infantry Creatures you control cost {R} less to activate. {TAP}: Prevent the next 2 damage that would be delt to target infantry creature this turn".

Ghost: TEMPLATING: Move the Discard to be part of the cost. Otherwise you can play the ability with an empty hand to shoot people for 4, which I don't think is the desired effect.

Emp: This would never see print in red, it doesn't even see print anymore in blue at less than 1UU.

Mule: Red dark ritual. WAY WAY TOO GOOD to see print.

Orbital Command: It could use an ability that interacts with your opponents hand as well, to simulate comsat.

Hellion: TEMPLATING. Go for the modern "Enters the Battlefield" template. Also, maybe make the ability optional. As it stands, playing it on turn 1 without a target means it needs to kill itself.

Siege Tank: I'd redesign this to have a "tank mode" and a "non-tank mode".

---

Neural Parasite: This is basically "Threaten" in black. Unlikely to see print. TEMPLATING: Steal threatens .

Droning: This is "Explore" in black. Black doesn't really do this, green is the only real "extra land" colour. TEMPLATING: Steal explores ).

Hydralisk: Fine limited card, maybe make the body weaker but the ability stronger ?. Not sure why Hydras can only shoot up, but a pinger without the body would be overcosted, and if the ability was better without a targeting restriction, the ability would be too good.

Burrowing Roach: I really like this card. Would see a lot of limited play.

Burrowed Baneling: THIS IS OVERPOWERED !. Needs to be more expensive, more limited, or provide opponents with ways out. At the moment the only thing I can do is be very careful how I attack to play around it. This would be a serious set warping card, and and as printed at common would break limited.

Infestor: You need to be very careful wording this card to avoid the problem of Waylay. Waylay as printed (not as errated) created tokens you could make in your end step, keep during your opponents turn, and then attack with before you have to exile them. As the token made with infestor is designed to attack, this is less of an issue, but as written you could use the ability at your opponents EOT, and then use it in yours to get two to attack at the same time. I'm not sure if this is intentional or not.

Zergling Swarm: I think this card has power level issues. It is one of the best token makers around and would give token decks some serious wet dreams. I think it needs at least some more fixed cost added to make it stop being "good" at 3, "awesome" at 4 and "busted at 5+".

Queen of Blades: Too risky to see play, but captures Kerrigan quite well. Might be better if instead of costing you the game, made you sac all zerg creatures you controlled, and had an ability that interacted better with zerg creatures.

Zergling Spawn: I think this is too good to see print. Raise the Alarm does this for 1W in black.

Changeling: Reminds me of Sleeper Agent, but much more expensive and much less risky in terms of what you are giving away for the effect.
TEMPLATING: Steal some templating from Sleeper Agent.

---

Zealot: Not very blue. Blue doesn't get Trample. I think he needs an "anti small/cheap creatures" type ability, maybe the ability to block two creatures.

Dark Templar: Surely should have an evasion ability to better reflect Dark Templar. Maybe intimidate or even unblockable. First Strike + Deathtouch are pretty busted on a single creature .

Fenix/Fenix Dragoon: Very high power level. VERY . Maybe not so totally silly with some of the undying cards seeing print these days though. Also, you can have a Fenix and a Fenix Dragoon at the same time (which seems theme, even if doing so is quite risky).

High Templar: The psistorm ability is very powerful, although with the targeting restriction could make you blow up your own creature. The land targeting ability is also quite powerful.

Colossus: I think I see what the 3rd ability is for, but I don't think this is very elegent. I think the idea is that it can be targetted by things that hit flyers (like colossus in SC2 can be targetted by anti air abilities). Here are the problem I see with the card :-

1.) It CAN hit flyers, but thematically it shouldn't be able to (Colossi don't fire up).
2.) The "All Players but the owner" ability interacts poorly in these situations :-
2.1.) Control Magic Effects: If I steal your colossus, I can make it fly !. You can't.
2.2.) In a 2HG game, my teammate can it make it fly !.
3.) The "loses first strike" when blocking flyers seems wierd.

How about (still not very blue, still not 100% elegent) :-

Trample. Colossus cannot deal damage to creatures with flying. If colossus is blocked by a creature with flying, you may assign combat damage as if it were not blocked by that creature.

Charge: WOAH. I'm sure the different between "Creature" and "Creatures" here means you really meant to design a nice pump spell rather than something utterly broken. Still not very blue (with trample and all).

Archon: Too weak. Really not worth 2 cards to play this. Maybe give it flash, and use the offering mechanic from Betrayers of Kamigawa to allow you to play Archon in response to a dying templar. (and use the templar as part of the cost to play it). It would still need some rebalancing, but I think that would be better thematically.

Carrier: People who know magic are going to hate me for this, but I think this card could make 1/1 interceptor tokens and give them banding .
TEMPLATING: "enters the battlefield".

Pylon: This is just a reprint of Council of the Soratami or Divination. I think it could be much more interesting.

Mothership: TEMPATING. When Mothership enters the battlefield, return target creature to its owners hand. {TAP}: Untap up to 3 target attacking creatures you control and remove them from combat.

Phoenix: Capturing a Phoenix lift is really tricky, but your Phoenix doesn't have flying . I think it also needs to prevent the creatures it "lifts" from being damaged by creatures without reach or flying.
Loves Cows
The Final Boss
Profile Joined February 2011
United States1839 Posts
Last Edited: 2012-11-21 17:41:55
November 21 2012 00:02 GMT
#204
On November 19 2012 02:17 Diks wrote:
Show nested quote +
On November 19 2012 01:56 GreyishTommy wrote:
this is cool, but i would prefer it with players instead of units :p


Idra 2BBB
6/8 flying vigilance trample
If you took 2 or more damages this turn; You lose the game at end of turn

NaNiwa - BR
Legendary Creature - Human Progamer
If a source would deal 3 or more damage to NaNiwa, the controller of that source gains control of NaNiwa.
4/4

IMMvp - 3UUU
Legendary Creature - Progamer Avatar
When IMMvp comes into play, search your library for 7 cards, and put them into your hand, then exile the rest of your library.
If you would draw a card, skip that draw instead.
3/5

Forget players, let's do organizations and stuff:

Team EG - BBB
Sorcery
Gain control of target creature. At the beginning of your upkeep put a -1/-1 counter on that creature.

NesTea's Floating Castle
Legendary Land
Your opponent's play with their hands revealed.
jeefzors
Profile Joined March 2011
United States120 Posts
November 21 2012 00:20 GMT
#205
zealots should be 1/1 with double strike
Thanks to denial, I'm immortal. -Fry
Seam
Profile Blog Joined April 2010
United States1093 Posts
Last Edited: 2012-11-21 00:56:24
November 21 2012 00:30 GMT
#206
Huh, kinda weird seeing this.

I made a set a long while back too(Not sure where I have it saved...) and I used the same colors for the races o.o

Edit: not at all saying I copied/OP copied lol >< No one even saw my set outside of close friends. Was just saying kinda weirded me out a lil ^-^
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
MetalPanda
Profile Joined April 2012
Canada1152 Posts
November 21 2012 00:39 GMT
#207
On November 19 2012 04:02 Inquisitor1323 wrote:
Show nested quote +
On November 19 2012 02:17 Diks wrote:
On November 19 2012 01:56 GreyishTommy wrote:
this is cool, but i would prefer it with players instead of units :p


Idra 2BBB
6/8 flying vigilance trample
If you took 2 or more damages this turn; You lose the game at end of turn

That would be a risky card to play lol.


Not with Sundial of the Infinite! :D
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 21 2012 17:40 GMT
#208
On November 21 2012 09:39 MetalPanda wrote:
Show nested quote +
On November 19 2012 04:02 Inquisitor1323 wrote:
On November 19 2012 02:17 Diks wrote:
On November 19 2012 01:56 GreyishTommy wrote:
this is cool, but i would prefer it with players instead of units :p


Idra 2BBB
6/8 flying vigilance trample
If you took 2 or more damages this turn; You lose the game at end of turn

That would be a risky card to play lol.


Not with Sundial of the Infinite! :D

Sundial is such a goofy card
The Final Boss
Profile Joined February 2011
United States1839 Posts
November 21 2012 17:50 GMT
#209
On November 21 2012 09:20 jeefzors wrote:
zealots should be 1/1 with double strike

I agree with the Double Strike, but 1/1 is too small. For the set if a Zergling is 1/1, then I think a Zealot should be a 2/2 Double Strike. And Zealots should also be White, not Blue.

I think that to get the proper flavor, the races shouldn't be a single color. Protoss is both Blue and White, depending on which units we are talking about. Zealots and Immortals should be White because they are all about order and justice, just listen to their lines. They are honor bound, but when you talk about the Templars and a lot of the Protoss mechanical stuff, I agree that they should be blue. Zerg is a mixture of Black and Green. They have a very natural element to them while still being an evil infestation, like the Golgari. Terran could probably remain just Red, but the other two races can't really be defined by a single color.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 26 2012 23:53 GMT
#210
Hey guys, this thread inspired me to sit down and really flesh out a proper SC2-themed Magic Set. I tried to give the set a lot of synergy, both with itself and with current cards. So far I only have the Terran set finished, but I thought I'd post it and get some feedback on the direction I'm taking. Some of the OP's designs were pretty good, so you will see some similarities . Hope you enjoy!

Terran - Red/Artifact Agro
+ Show Spoiler [Full Unspoilered List] +

Banshee
[image loading]

Barracks
[image loading]

Battlecruiser
[image loading]

Bioball
[image loading]

Bunker
[image loading]

Combat Shields
[image loading]

Factory
[image loading]

Ghost Academy
[image loading]

Ghost
[image loading]

Hellion
[image loading]

Infantry Upgrades
[image loading]

Marauder
[image loading]

Marine
[image loading]

Medivac Drop
[image loading]

Missile Turret
[image loading]

Mule
[image loading]

Orbital Command
[image loading]

Planetary Fortress
[image loading]

Raven
[image loading]

Reactor
[image loading]

Reaper
[image loading]

SCV
[image loading]

Sensor Tower
[image loading]

Siege Tank
[image loading]

Stimpack
[image loading]

Supply Drop
[image loading]


Banshee
+ Show Spoiler +
[image loading]


Barracks (has the Set Icon I'm working on)
+ Show Spoiler +
[image loading]


Battlecruiser
+ Show Spoiler +
[image loading]


Bioball
+ Show Spoiler +
[image loading]


Bunker
+ Show Spoiler +
[image loading]


Combat Shields
+ Show Spoiler +
[image loading]


Factory
+ Show Spoiler +
[image loading]


Ghost Academy
+ Show Spoiler +
[image loading]


Ghost
+ Show Spoiler +
[image loading]


Hellion
+ Show Spoiler +
[image loading]


Infantry Upgrades
+ Show Spoiler +
[image loading]


Marauder
+ Show Spoiler +
[image loading]


Marine
+ Show Spoiler +
[image loading]


Medivac Drop
+ Show Spoiler +
[image loading]


Missile Turret
+ Show Spoiler +
[image loading]


Mule
+ Show Spoiler +
[image loading]


Orbital Command
+ Show Spoiler +
[image loading]


Planetary Fortress
+ Show Spoiler +
[image loading]


Raven
+ Show Spoiler +
[image loading]


Reactor
+ Show Spoiler +
[image loading]


Reaper
+ Show Spoiler +
[image loading]


SCV
+ Show Spoiler +
[image loading]


Sensor Tower
+ Show Spoiler +
[image loading]


Siege Tank
+ Show Spoiler +
[image loading]


Stimpack
+ Show Spoiler +
[image loading]


Supply Drop
+ Show Spoiler +
[image loading]




The Terran set includes 30 cards: 7 Artifacts, 9 Artifact Creatures, 4 Enchantments, 3 Instants, 1 Sorcery and 1 Planeswalker.

THINGS TO DO:
  • Set Icon (Separate for each race or just 1 WoL icon?)
  • Better art for Supply Drop, Supply Depot, Combat Shields - Seriously, I can't find a good picture for combat shields. If you have one, please let me know!
  • Zerg Deck (30% Complete)
  • Protoss Deck (50% Complete)


Pre-built Library Ideas (these are not tuned, just quick and dirty)
Terran Infantry Agro
+ Show Spoiler +
18 Mountain
4 Barracks
4 Reactor
4 Infantry Upgrades
4 Stimpack
4 Medivac Drop
4 Marauder
4 Bioball
4 Supply Drop
2 Supply Depot
2 Orbital Command
2 Ghost
2 Ghost Academy
1 Raven
1 Battlecruiser

Sideboard:
4 Reaper
2 Planetary Fortress
2 SCV
2 Viking


Heavy Metal Agro
+ Show Spoiler +
20 Mountains
4 Mule
4 Viking
4 Siege Tank
4 Banshee
4 Vehicle Upgrades
4 Hellion
4 Factory
3 Orbital Command
2 SCV
2 Battlecruiser
2 Thor
2 Sensor Tower
1 Raven

Sideboard:
2 Ghost Academy
4 Supply Drop
4 Supply Depot
2 Reaper


Macro Harassment
+ Show Spoiler +

20 Mountain
4 Orbital Command
4 SCV
4 Barracks
4 Reactor
4 Medivac Drop
4 Stim Pack
4 Supply Drop
4 Mule
2 Planetary Fortress
2 Supply Depot
2 Ghost Academy
2 Ghost

Sideboard:
4 Reaper
4 Banshee
2 Supply Depot
2 Sensor Tower


I've played around with this set against actual sets and come out decently. I hope you guys enjoy and feel free to give me any feedback good or bad.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Pimpmuckl
Profile Joined March 2011
Germany528 Posts
November 26 2012 23:57 GMT
#211
On November 21 2012 09:02 The Final Boss wrote:

Team EG - BBB
Sorcery
Gain control of target creature. At the beginning of your upkeep put a -1/-1 counter on that creature.


Lol'd SO hard on this one, make it happen!
twitter.com/pimpmuckl
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
Last Edited: 2012-11-27 00:07:03
November 27 2012 00:06 GMT
#212
On November 27 2012 08:57 Pimpmuckl wrote:
Show nested quote +
On November 21 2012 09:02 The Final Boss wrote:

Team EG - BBB
Sorcery
Gain control of target creature. At the beginning of your upkeep put a -1/-1 counter on that creature.


Lol'd SO hard on this one, make it happen!


Fking jokes... So funny.
twitch.tv/duttroach
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
November 27 2012 00:31 GMT
#213
How about this one:

Stalker: 2UU
(0) Remove this creature from play, then return it to the battlefield under your control. You may only use this ability once per turn.
2/3
Bora Pain minha porra!
Inquisitor1323
Profile Joined March 2012
370 Posts
November 27 2012 00:37 GMT
#214
On November 20 2012 05:59 Pumplekin wrote:
WARNING: LARGE WALL OF TEXT.

I liked this a lot, I think it is a fun and interesting project to merge two interests/hobbies. I used to play a lot of both SC and MTG, and so I've put together some feedback.

I've also tried to point out some of the templating errors I can see in it. (I'm not someone you want to proofread things for spelling, I'm minorly dyslexic).

I'm not convinced by associating each SC race with a single colour. I think SC races, and people/things within those races represent different parts of the magic colour pie. For example, Mengsk has aspects of black (willingness to sacrifice for power), but has some white aspects too (authority, even if impossed authority).

Zerg as a race have a lot of red/green in them as well (natural order, survival of the fittest, random impulsion), but when dominated by say Kerrigan or the Hive Mind would lose the red in favour of black.

---

On individual cards :-

Battlecruiser: 6/6 flying body for 7 is good (but not amazing), and the ability is very expensive/slow and unlikely to be used often. I think it could lose a bit from the body in exchange for a better ability on the Yamato, but then again, the Yamato isn't that popular in game, so this captures that quite nicely.
TEMPLATING: At the beginning of your upkeep, put a Yamato counter on Battlecruiser.
TEMPLATING: RRRR{tap} Remote 3 Yamato counters from Battlecruiser: Deal 7 Damage to Target Creature.
(Putting the Remove before the : indicates it is part of the cost, and something you must pay). If it is after the : it would cause problems).

Marauder: Uninspiring, but would see limited play for sure.

Supply Depot: Would certainly see some limited play, particularly in sets with lots of 2 powered attackers. I may tweak it to something like.
TEMPLATING: Change to the new "Enters the Battlefield" template.

Specter: This is Latch Seeker in red. I don't think this is a particularly red card, but it is very strong.
TEMPLATING: As much as I didn't want to point out spelling, this one makes a huge difference. The card name is "Specter" but the rules text refers to "Spectre".

Thor: IMO, this is significantly better, and significantly more likely to see play than the Battlecruiser (I guess a bit like SC2 then). It has a very good body for the cost, and can totally shut down certain decks that can't deal with it.

Reaper: Did you really mean the double negative on "Can't not". I think you mean "Reaper can't be blocked except by creatures with flying".

Yamato Cannon: Fine power level wise. Sorcery speed makes up for it's high power and flexibility. Red generally doesn't get this ability though to just zap any creature. Usually this is reserved for black.
TEMPLATING: Exile target artifact or creature.

Vulture: TEMPLATING. "Vulture comes into play with 3 mine tokens on it. RR{tap}, remove a mine token from Vulture: Put a 3/1 red Spidermine creature token with defender onto the battlefield."

Barracks: Feels underpowered these days.
TEMPLATING: "Put a 1/1 Marine Creature token onto the battlefield".

Medivac: Powerful. Very powerful. Amazingly powerful with pump effects, or cards like maruader. An obvious interaction is to use Medivac to pick up some Maruaders, and then pump them after the check for 6 or less power has been done.
TEMPLATING: "Infantry creatures you control get +0/+1. I'm really not sure how to template the last bit".

Medic: I'm assuming you don't want the healing ability to persist through turns. I'm also not sure how a player can gain the type infantry. I'd have this something like :-
TEMPLATING: "Activated abilities of Infantry Creatures you control cost {R} less to activate. {TAP}: Prevent the next 2 damage that would be delt to target infantry creature this turn".

Ghost: TEMPLATING: Move the Discard to be part of the cost. Otherwise you can play the ability with an empty hand to shoot people for 4, which I don't think is the desired effect.

Emp: This would never see print in red, it doesn't even see print anymore in blue at less than 1UU.

Mule: Red dark ritual. WAY WAY TOO GOOD to see print.

Orbital Command: It could use an ability that interacts with your opponents hand as well, to simulate comsat.

Hellion: TEMPLATING. Go for the modern "Enters the Battlefield" template. Also, maybe make the ability optional. As it stands, playing it on turn 1 without a target means it needs to kill itself.

Siege Tank: I'd redesign this to have a "tank mode" and a "non-tank mode".

---

Neural Parasite: This is basically "Threaten" in black. Unlikely to see print. TEMPLATING: Steal threatens .

Droning: This is "Explore" in black. Black doesn't really do this, green is the only real "extra land" colour. TEMPLATING: Steal explores ).

Hydralisk: Fine limited card, maybe make the body weaker but the ability stronger ?. Not sure why Hydras can only shoot up, but a pinger without the body would be overcosted, and if the ability was better without a targeting restriction, the ability would be too good.

Burrowing Roach: I really like this card. Would see a lot of limited play.

Burrowed Baneling: THIS IS OVERPOWERED !. Needs to be more expensive, more limited, or provide opponents with ways out. At the moment the only thing I can do is be very careful how I attack to play around it. This would be a serious set warping card, and and as printed at common would break limited.

Infestor: You need to be very careful wording this card to avoid the problem of Waylay. Waylay as printed (not as errated) created tokens you could make in your end step, keep during your opponents turn, and then attack with before you have to exile them. As the token made with infestor is designed to attack, this is less of an issue, but as written you could use the ability at your opponents EOT, and then use it in yours to get two to attack at the same time. I'm not sure if this is intentional or not.

Zergling Swarm: I think this card has power level issues. It is one of the best token makers around and would give token decks some serious wet dreams. I think it needs at least some more fixed cost added to make it stop being "good" at 3, "awesome" at 4 and "busted at 5+".

Queen of Blades: Too risky to see play, but captures Kerrigan quite well. Might be better if instead of costing you the game, made you sac all zerg creatures you controlled, and had an ability that interacted better with zerg creatures.

Zergling Spawn: I think this is too good to see print. Raise the Alarm does this for 1W in black.

Changeling: Reminds me of Sleeper Agent, but much more expensive and much less risky in terms of what you are giving away for the effect.
TEMPLATING: Steal some templating from Sleeper Agent.

---

Zealot: Not very blue. Blue doesn't get Trample. I think he needs an "anti small/cheap creatures" type ability, maybe the ability to block two creatures.

Dark Templar: Surely should have an evasion ability to better reflect Dark Templar. Maybe intimidate or even unblockable. First Strike + Deathtouch are pretty busted on a single creature .

Fenix/Fenix Dragoon: Very high power level. VERY . Maybe not so totally silly with some of the undying cards seeing print these days though. Also, you can have a Fenix and a Fenix Dragoon at the same time (which seems theme, even if doing so is quite risky).

High Templar: The psistorm ability is very powerful, although with the targeting restriction could make you blow up your own creature. The land targeting ability is also quite powerful.

Colossus: I think I see what the 3rd ability is for, but I don't think this is very elegent. I think the idea is that it can be targetted by things that hit flyers (like colossus in SC2 can be targetted by anti air abilities). Here are the problem I see with the card :-

1.) It CAN hit flyers, but thematically it shouldn't be able to (Colossi don't fire up).
2.) The "All Players but the owner" ability interacts poorly in these situations :-
2.1.) Control Magic Effects: If I steal your colossus, I can make it fly !. You can't.
2.2.) In a 2HG game, my teammate can it make it fly !.
3.) The "loses first strike" when blocking flyers seems wierd.

How about (still not very blue, still not 100% elegent) :-

Trample. Colossus cannot deal damage to creatures with flying. If colossus is blocked by a creature with flying, you may assign combat damage as if it were not blocked by that creature.

Charge: WOAH. I'm sure the different between "Creature" and "Creatures" here means you really meant to design a nice pump spell rather than something utterly broken. Still not very blue (with trample and all).

Archon: Too weak. Really not worth 2 cards to play this. Maybe give it flash, and use the offering mechanic from Betrayers of Kamigawa to allow you to play Archon in response to a dying templar. (and use the templar as part of the cost to play it). It would still need some rebalancing, but I think that would be better thematically.

Carrier: People who know magic are going to hate me for this, but I think this card could make 1/1 interceptor tokens and give them banding .
TEMPLATING: "enters the battlefield".

Pylon: This is just a reprint of Council of the Soratami or Divination. I think it could be much more interesting.

Mothership: TEMPATING. When Mothership enters the battlefield, return target creature to its owners hand. {TAP}: Untap up to 3 target attacking creatures you control and remove them from combat.

Phoenix: Capturing a Phoenix lift is really tricky, but your Phoenix doesn't have flying . I think it also needs to prevent the creatures it "lifts" from being damaged by creatures without reach or flying.

That battle cruiser is intentionally shitty. This project is meant to showcase the design errors of blizzard. You can see that mules are also clearly OP.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 28 2012 10:07 GMT
#215
Ok guys, I've finished all 3 sets. I'd love some feedback! Click below to view them.

Terran Set

Zerg Set

Protoss Set

Each set has 31 Cards plus a ridiculous just-for-fun card (Call in the Fleet, ㅈㅈ, The Hybrid), and Terran and Zerg have tokens.

I changed around some types and effects so that they would sync better with current Magic cards. You should be able to slot most of them directly into whatever deck you are playing.

Terran can be played as pseudo-goblins with Marine token pump or Power Red with large vehicle creatures, or even pure artifact if you add some traditional magic cards like red artifact lands. The new planeswalkers I added are a lot of fun - Nova's Planeswalker snipe is silly in EDH and Raynor ensures that you'll win against any other token deck.

Zerg has a very cool mechanic in the Hatchery-Queen interaction and Zergling tokens. The deck revolves around killing everything your opponent puts out until you've built up a swarm, then swinging hard. It also has a lot of pieces that fit very well in traditional mono-black decks. For added fun, run a Corpsejack Menace in your zerg deck.

Protoss can be played either mono-blue, mono-white, white splash blue, blue splash white, or true blue-white hybrid. It doesn't have the crazy synergy mechanics of Terran or Zerg, but individually the pieces are better. White Robo with a blue splash is really fucking good against most current standard decks thanks to Colossus, but Templar decks and mono-blue are my favorites to play.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
tabeatz
Profile Joined October 2012
United States83 Posts
November 28 2012 10:30 GMT
#216
Starcraft and Magic were a match made in heaven. Thanks for putting them together, bravo.
For the love of the game
MidnightGladius
Profile Blog Joined August 2007
China1214 Posts
November 29 2012 04:11 GMT
#217
Hey iGrok, I didn't realize you played, we should play sometime!

Zerg is pretty overpowered (intentional?) with things like Spawn Zergling probably needing to cost 2(G/B). Compare it to Hunting Triad.

Overseer's wording doesn't work - you can't target a creature to make it lose hexproof :D. I'm also not sure what the sac-to-draw ability is meant to represent thematically, and it doesn't really fit in black or green mechanically.

Overlord is the strictly better combination of Sylvan Scrying and Rampant Growth, so it probably needs to cost 2G.|

The 3 Kerrigan designs have odd combinations of abilities/costs. They could probably be merged into one more synergistic design.

Infestors need a per-turn limit or a higher cost on the Infested Terran ability, or I could slam an Infestor, make 19 tokens, and swing for 57 on turn 3 :D

Changeling is very complex. There are a lot of moving parts here for a much weaker Praetor's Grasp.

It's been a long time since I've done MTG design... unfortunately, two weeks before finals probably isn't the best time to start :D
Trust in Bayes.
rEdEEmEd
Profile Joined December 2010
Canada68 Posts
November 29 2012 04:50 GMT
#218
Looks like better balance in this card game than in real game imo.
And, well….he’s Jaedong. And because he’s Jaedong, he is probably pretty damn sick of 2nd places. And because he’s Jaedong, and he’s sick of 2nd places, he might just hit SSJ (Super Sayain Jaedong) level 2 and kill everybody. -Artosis
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2012-11-29 17:28:46
November 29 2012 17:26 GMT
#219
On November 29 2012 13:11 MidnightGladius wrote:
Hey iGrok, I didn't realize you played, we should play sometime!

Zerg is pretty overpowered (intentional?) with things like Spawn Zergling probably needing to cost 2(G/B). Compare it to Hunting Triad.

Overseer's wording doesn't work - you can't target a creature to make it lose hexproof :D. I'm also not sure what the sac-to-draw ability is meant to represent thematically, and it doesn't really fit in black or green mechanically.

Overlord is the strictly better combination of Sylvan Scrying and Rampant Growth, so it probably needs to cost 2G.|

The 3 Kerrigan designs have odd combinations of abilities/costs. They could probably be merged into one more synergistic design.

Infestors need a per-turn limit or a higher cost on the Infested Terran ability, or I could slam an Infestor, make 19 tokens, and swing for 57 on turn 3 :D

Changeling is very complex. There are a lot of moving parts here for a much weaker Praetor's Grasp.

It's been a long time since I've done MTG design... unfortunately, two weeks before finals probably isn't the best time to start :D

Hey MG!

Yeah I'm still doing a bit of tuning. Queen is getting cut to a 3 cost 1/2 reach defender, because zerg really just can't ramp up quickly at all. I played zerg against a WGB Ravnica deck yesterday and that really shined some light on the issues.

So to answer a couple of your points:
Spawn Zerglings is getting "Lose 1 life" added onto it. I'll test it out, it might still need to get bumped to (G/B)(G/B) though.

Every card with "Target creature loses hexproof" in each deck is going to be reworked. I had read an errata somewhere that said hexproof creatures could be targeted if it said target hexproof creature, but apparently that was BS errata -_-. Overseer is also getting changed to be a sack for queen tutor, because getting queens out is essential to this deck.

Overlord was already changed ^^. Its now a GG with "Kicker 1G (You may pay an additional 1G as you cast this spell.)
Search your library for a land card, reveal it, and put it into play tapped. If this card was kicked, put it into play untapped instead. Shuffle your library."

The kerrigans... I'm not thrilled with them either, but the planeswalker-tutor one with the ridiculous ult is fun, and then I either run two Queen of Blades or two Queen bitch depending on what my deck is built off of (mass lings, monoblack horror, ultra/broodlord). I think what i'll do with them is move QoB's +2 to QBotU, and give QoB "+2: Horrors you control get +1/+1."

For infested terran, its already been changed to "B: Put an Infested Terran..."

Idea for a Changeling fix: Add "Flashback BBB"?

Finally, Zerg really has issues with mana ramp (since there is barely any room to slot in cards atm, so no lanowar elves). So, on a trial basis, I'm adding 3 Hatch before Pool GB: "Enchant target land.
Enchanted land gets “Cumulative Upkeep 0. During your upkeep, lose 1 life for each age counter on this card, then add B/G to your mana pool for each age counter on this card.”"

EDIT: Also, I got a Corpsejack menace yesterday. Just having 1 in this deck made it significantly more powerful (I had a Swarm turn into a 42/40 trample). Run 4 of them in a Zerg Swarm deck haha.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Scufo
Profile Joined October 2010
United States136 Posts
December 03 2012 01:58 GMT
#220
Bumping with random card idea:

Reaver - 3UU
Artifact Creature - Protoss Construct
(1), tap: Put a Scarab counter on Reaver
Remove a Scarab counter from Reaver, tap: Reaver deals 5 damage to target Creature or player.

0/4

Not really a blue creature I guess, but the consensus seems to be that Protoss is blue so.
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