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
===
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
===
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
===
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
===
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
===
Solar Array 1
Artifact Creature - Terran Wall - Rare
T: Add one mana of any color.
0/2
===
Supply Depot WW
Artifact - Structure - Common
Creature spells cost you one less mana to cast. This mana may be any color.
===
Barracks WWW
Artifact - Structure - Uncommon
Creatures you control gain +1/+1 and Flanking.
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AI Opinion
These cards feel like wild ladder games where balance goes out the window 😄
Mutalisk with flying, double strike, and cheap regen is too strong in Modern and Commander. Science Vessel is busted: repeatable Shock, Stifle on creatures, and white pump on one card is insane. Ghost’s tap+lock plus pseudo-hexproof unblockable is also overpowered.
Zerglings, Zealot, High Templar, Solar Array, Supply Depot, and Barracks are all pushed but closer to printable with higher costs or toned-down abilities.
Have you played StarCraft? Everything seems unfair, but everything has a counter.
I balanced these cards using the "Rule of Four" theory of card game balance. Believe it or nor, Mutalisk is exactly balanced according to that theory, as are Zergling and Marine, which Marine is a "Mana Hog" and so is Science Vessel. It costs you FIVE color-intense mana to cast science vessel, and it only has 2 base power, so it needs strong abilities, which must also reflect the original StarCraft video game.