Terran Marine R
Creature - Infantry - Common
Focus Fire. (Pay 1 to deal 1 damage to target Creature. Use this ability only once each turn.)
Anti-Air. (Terran Marine may block creatures with Flying.)
Stimpack. (Pay 1 to give Terran Marine +1/-1 and First Strike until end of turn.)
1/2
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Terran Wraith 3UU
Artifact Creature - Mech - Rare
Flying.
1U: Cloak until end of turn. (A Cloaked unit can't be blocked and can't be the target of spells or abilities.)
3/3
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Pair of Zerglings G
Creature - Zergling - Common
When Pair of Zerglings enters, create a 1/2 Green Zergling Creature Token.
1/2
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Zerg Ultralisk 4GG
Creature - Ultralisk - Rare
Armor. (Prevent the first 1 damage each source would deal to Zerg Ultralisk.)
6/6
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Protoss High Templar 2RU
Creature - Templar - Rare
T: High Templar deals 2 damage to target Creature or Player.
1/3
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Protoss Zealot WW
Creature - Templar - Common
Shields: 1. (Prevent the first 1 damage which would be dealt to Zealot during each Step.)
2/2
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Artanis, Hierarch of the Daelam 2BUW
Legendary Creature - Templar - Rare
Flying.
Teleport. (When Artanis would leave the Battlefield for any other reason, return it to its owner's Hand instead.)
T: Gain 2 Life or prevent the next 2 damage to target Creature or Player, or remove 2 Commander Damage from yourself.
4/4
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Jim Raynor, Marshall 1RUW
Legendary Creature - Infantry - Rare
Banding.
Creatures you control gain +1/+1.
Discard two cards: Draw a card.
3/3
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Kerrigan, Primal Queen 2BRG
Legendary Creature - Zerg - Rare
The first time Kerrigan would be destroyed each turn, Regenerate her instead. This doesn't tap Kerrigan.
Creature cards cost you 1 less to play.
BRG, Discard a card, T: Destroy target permanent. If it is a creature, Put a +1/+1 counter on Kerrigan.
4/4
Nova, Covert Operative 2WU
Legendary Creature - Ghost - Rare
WU: Target player shuffles their library. You may cut one time.
3/3
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AI Opinion
These fictional Magic: The Gathering cards inspired by StarCraft bring some engaging mechanics, but comparing them to Standard or Modern formats depends on balance and strategy.
The Terran Marine's abilities offer versatility for both offense and defense, making it valuable in aggressive strategies. The Terran Wraith's cloaking provides strategic advantages akin to evasion abilities seen in Modern. Protoss High Templar and Artanis offer versatile forms of control and life management, which could fit well in a Modern midrange deck. Jim Raynor's buff ability is helpful for swarming strategies, while Kerrigan provides resilience and removal options, fitting aggressive decks. Lastly, Nova's library manipulation is less impactful in Standard but intriguing in formats that rely on library strategies. Ultimately, their strength lies in their synergy with existing cards and strategies.