How strong would these StarCraft-inspired MTG cards be in Modern and Commander?

Mutalisk 2RG

Creature - Zerg Mutalisk - Rare

Flying. Double Strike.

G: Regenerate.

2/2

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Marine R

Creature - Terran Marine - Common

Reach. Focus. (You may pay 1 to deal 1 damage to target creature or player. Use this ability only once each turn.)

R: Marine gains +1/-1 and First Strike until end of turn.

1/2

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Ghost WUU

Creature - Terran Specialist - Rare

Reach.

W: Tap target creature and it doesn't untap during its controller's next Untap Step.

U: Cloak until end of turn. (Cloaked Creatures can't be blocked and can't be the target of spells or abilities unless defending player controls a Detector.)

3/2

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Science Vessel UURRR

Artifact Creature - Terran Vehicle - Rare

Flying. Detector.

R: Science Vessel deals 2 damage to target non-artifact creature.

U: Counter target activated or triggered creature ability.

W: Target creature's toughness is doubled until end of turn.

2/5

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Pair of Zerglings G

Creature - Zerg Zergling - Common

You may play with any number of Pair of Zerglings in your Library.

When Pair of Zerglings enters the Battlefield, Amass Zerglings: 1. (Works like Amass Goblins)

1/2

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Zealot WW

Creature - Protoss Templar - Common

Charge. (When Zealot is attacking and becomes blocked, it gains +2/+0 until end of turn.

Shields: 1. (Prevent the first one damage which would be dealt to Zealot each turn.)

2/2

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High Templar UR

Creature - Protoss Templar - Rare

Shields: 1. (See Zealot.)

UR, T: High Templar deals 2 damage to target creature or player.

2/2

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Solar Array 1

Artifact Creature - Terran Wall - Rare

T: Add one mana of any color.

0/2

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Supply Depot WW

Artifact - Structure - Common

Creature spells cost you one less mana to cast. This mana may be any color.

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Barracks WWW

Artifact - Structure - Uncommon

Creatures you control gain +1/+1 and Flanking.

How strong would these StarCraft-inspired MTG cards be in Modern and Commander?
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