GG · EXAMPLE DECKS · SAME RACE, SAME GAME

20 vs 5

Two whole presentations. One gets the crown.

Both factions picked Terran. Both played the same Thursday. Here's every slide of a 20 out of 20 deck, with what each presenter actually says, and every slide of a 5 out of 20 deck, with what goes wrong. Your deck isn't about Terran unless you pick it. Steal the structure, not the words.

14 slides, 14 speakers, about 13 minutes. Opener, six systems with a CLAIM and a PROOF each, and a closer.

01
OPENER
TERRAN: THE ONLY RACE THAT CAN PACK UP AND LEAVE.

Flexible. Readable. Never stuck.

Our case in six systems.

MAYA T. · SEGA
WHAT THEY SAY

"We picked Terran because it's the only race in StarCraft that never gets trapped. Its buildings fly, its workers fix things, and you can read every unit at a glance. Over the next six systems, we'll show you why that makes it the best, and what it costs."

02
SYSTEM 1 · ECONOMY · THE CLAIM
EVERY SCV IS ALSO A MECHANIC.

WORTH IT? Give up: an SCV stays the whole time it builds. Get: workers that repair anything.

M SCVs build and repair D we pull workers to fix bunkers mid-fight A nothing is ever a total loss

SCIENCE: delayed gratification

LUIS R. · SEGA
WHAT THEY SAY

"Terran workers don't just mine. They repair buildings and machines, even in the middle of a fight. The cost is real: a Protoss Probe starts a building and walks away, but our SCV has to stand there until it's done. Every second it builds, it isn't mining. That's delayed gratification. We give up money now for a base that lasts longer."

03
SYSTEM 1 · ECONOMY · THE PROOF
FOUR SCVS SAVED OUR BUNKER.
THEIR SCREENSHOT
WHAT HAPPENED

Game 2, minute 7. We pulled 4 SCVs off minerals to repair.

STILL USED IN

TF2's Engineer, fixing his sentry.

ARI S. · SEGA
WHAT THEY SAY

"This is game 2, minute 7. Nintendo's Zerglings hit our bunker. We pulled four SCVs off minerals and repaired it while it was getting hit, and it never went down. Team Fortress 2's Engineer runs on the exact same idea: you're strongest when you're fixing something."

04
SYSTEM 2 · SUPPLY · THE CLAIM
OUR SUPPLY IS ALSO OUR WALL.

WORTH IT? Give up: an SCV stuck building it. Get: a wall at our ramp.

M depots raise the cap D we build them early, at the ramp A safe behind our own wall

SCIENCE: negative reinforcement

DEV P. · SEGA
WHAT THEY SAY

"Every race needs supply, or it can't make units. Ours does double duty: we put our depots at the top of our ramp and they become a wall. Getting supply blocked feels terrible, so you learn to build depots early just to make that feeling go away. That's negative reinforcement, and for Terran it pays off twice."

05
SYSTEM 2 · SUPPLY · THE PROOF
12 ZERGLINGS. ZERO GOT IN.
THEIR SCREENSHOT
WHAT HAPPENED

Game 1, minute 5. The rush hit our depot wall and died.

STILL USED IN

Clash of Clans walls.

SAM K. · SEGA
WHAT THEY SAY

"Game 1, minute 5. Twelve Zerglings ran up our ramp and hit a wall of depots. Not one got in. Clash of Clans is built on this: your walls are your defense, and where you put them is the whole strategy."

06
SYSTEM 3 · BUILDINGS · THE CLAIM
OUR BASE CAN FLY.

WORTH IT? Give up: buildings burn down when they're badly damaged. Get: we can lift off and leave.

M buildings lift off D we float away instead of dying A never trapped

SCIENCE: commitment and sunk cost

NOA B. · SEGA
WHAT THEY SAY

"Terran buildings lift off and fly. Zerg can't do that: their drones become buildings forever, so every building is a commitment. We're the race that escapes sunk cost, because if a spot goes bad, we just leave. The cost is that our buildings catch fire when they're badly hurt and burn down unless an SCV repairs them."

07
SYSTEM 3 · BUILDINGS · THE PROOF
OUR BARRACKS FLEW AWAY.
THEIR SCREENSHOT
WHAT HAPPENED

Game 3, minute 12. Base lost, Barracks floated to safety.

STILL USED IN

StarCraft II kept it.

ELI W. · SEGA
WHAT THEY SAY

"Game 3, minute 12. Our main base got overrun, so we lifted the Barracks and floated it to a corner. The game kept going because of it. StarCraft II kept this mechanic fourteen years later, which tells you it worked."

08
SYSTEM 4 · ARMY · THE CLAIM
THE SIEGE TANK OWNS THE MAP.

WORTH IT? Give up: it can't move or hit up close in siege mode. Get: the longest range on the ground.

M siege mode locks it down D we push slowly, tank by tank A power that feels fragile

SCIENCE: loss aversion

KAI J. · SEGA
WHAT THEY SAY

"Our best unit is the Siege Tank. Lock it down and it hits from farther than anything else on the ground. But it can't move, and it can't hit units right next to it. Tanks are expensive, so losing one hurts. That's loss aversion: we protect our tanks, and it makes Terran play slow and careful."

09
SYSTEM 4 · ARMY · THE PROOF
THREE TANKS HELD THE MIDDLE.
THEIR SCREENSHOT
WHAT HAPPENED

Game 1, minute 14. Three sieged tanks stopped the push.

STILL USED IN

Overwatch's Bastion.

RIO M. · SEGA
WHAT THEY SAY

"Game 1, minute 14. Three sieged tanks held the middle of the map against their whole army. Overwatch's Bastion is the same deal: sit still, hit hard, and pray nobody gets close."

10
SYSTEM 5 · SCOUTING · THE CLAIM
WE CAN SEE ANYWHERE, ANYTIME.

WORTH IT? Give up: energy, and an extra building. Get: a scan of any spot on the map.

M Comsat scans anywhere D we check before we commit A confidence instead of fear

SCIENCE: ambiguity aversion

ZOE D. · SEGA
WHAT THEY SAY

"The fog of war makes everyone nervous, because people fear what they can't see. That's ambiguity aversion. Terran gets the Comsat Station, which can scan any spot on the map. It costs energy, so every scan is a choice. But we get to replace fear with facts."

11
SYSTEM 5 · SCOUTING · THE PROOF
ONE SCAN. WHOLE PLAN.
THEIR SCREENSHOT
WHAT HAPPENED

Game 2, minute 10. Scan showed air units, so we built turrets.

STILL USED IN

Call of Duty's UAV.

BEN H. · SEGA
WHAT THEY SAY

"Game 2, minute 10. One scan showed they were going air, so we built missile turrets before anything showed up. Call of Duty's UAV is the same idea: for a few seconds, the fog is gone, and you act on it."

12
SYSTEM 6 · THE MAP · THE CLAIM
WE TAKE THE RISKY BASE.

WORTH IT? Give up: a base that's hard to defend. Get: double the money.

M Command Centers fly D we expand early and leave if it fails A greed without panic

SCIENCE: risk and expected value

MIA C. · SEGA
WHAT THEY SAY

"Big Game Hunters is loaded with minerals, so taking a second base is a big bet. Most races would lose the whole investment if it goes wrong. We can fly the Command Center out. On average, the bet pays more for us than for anyone, and that's expected value."

13
SYSTEM 6 · THE MAP · THE PROOF
SECOND BASE AT MINUTE 6.
THEIR SCREENSHOT
WHAT HAPPENED

Game 3. We expanded early and out-mined them.

STILL USED IN

Battle royale hot drops.

OWEN T. · SEGA
WHAT THEY SAY

"Game 3, minute 6. We floated a Command Center to the next base while they were still on one. Battle royale players make this exact call every match: drop where the loot is best and the danger is worst."

14
CLOSER
WHY TERRAN PLAYERS NEVER LEAVE.

COMPETENCE every unit is easy to read

AUTONOMY lift off, move anywhere

RELATEDNESS they're us: humans

WE'D STEAL: buildings that move.

JADE L. · SEGA
WHAT THEY SAY

"Self-determination theory says people stay with something when they feel competent, free, and like they belong. Terran gives you all three: you can read every unit, you can move anywhere, and they're the humans. For our Base Game, we'd steal buildings that move. Terran. Never stuck."

5
The case: six different, specific arguments
5
The cost + MDA: every claim has both, terms used right
5
The proof: their own screenshots, game and minute
5
Delivery: everyone talks, nobody reads
20
Crown contender