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by Cal Friedman

Killer Plants: Difference between revisions

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[[File:00 Temporary CoverPhoto.png|none|frame|Illustrated by: REPLACE NAME]]
[[File:SU1011 CoverPhoto KillerPlants.png|none|frame|Illustrated by: Dinobot Illustrations]]
 
======''[https://connect.forgefire.games/products/smash-up-killer-plants Purchase the Killer Plants Faction on Forgefire!]''======
======''[https://connect.forgefire.games/products/smash-up-killer-plants Purchase the Killer Plants Faction on Forgefire!]''======
''Feed them, Seymour! (Don’t do it Seymour!) Because these guys grow all on their own. They become stronger the longer they remain in play, so plants can be a major problem for anyone who came to the table without garden shears.''
Feed them, Seymour! (Don’t do it Seymour!) Because these guys grow all on their own. They become stronger the longer they remain in play, so plants can be a major problem for anyone who came to the table without garden shears.


Killer Plantsare from the '''Awesome Level 9000''' '''set''' and have a Titan card: '''Killer Kudzu'''
Killer Plantsare from the '''Awesome Level 9000''' '''set''' and have a Titan card: '''Killer Kudzu'''
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======Synergy======
======Synergy======
Factions whose low-power minions have good abilities or that can protect from destruction are great partners for Killer Plants. Sometimes factions with good on-play abilities make up for the Plants' lack of them, since Sprouts trigger the abilities when they grow into their replacement.
Factions whose low-power minions have good abilities or that can protect from destruction are great partners for Killer Plants. Sometimes factions with good on-play abilities make up for the Plants' lack of them, since Sprouts trigger the abilities when they grow into their replacement.
*Ghosts - Several points of synergy with Plants that add up to a strong combination. Haunting offers two more minions for Sprouts to grow into, and Incorporeal protects vulnerable minions. The extra cards and minions help out Ghosts.
*'''[[Ghosts]]''' - Several points of synergy with Plants that add up to a strong combination. Haunting offers two more minions for Sprouts to grow into, and Incorporeal protects vulnerable minions. The extra cards and minions help out Ghosts.
*Steampunks - With their numerous play-on-base actions, Killer Plants fit right into Steampunks' primary game plan. You even get to transplant around the board with Zeppelins and Captain Ahab.
*'''[[Steampunks]]''' - With their numerous play-on-base actions, Killer Plants fit right into Steampunks' primary game plan. You even get to transplant around the board with Zeppelins and Captain Ahab.
*Zombies - They want their Tenacious Zs and Walkers on the field as soon as possible, and Plants help that happen. Sprouts offer bonus fodder since they have such short lives.
*'''[[Zombies]]''' - They want their Tenacious Zs and Walkers on the field as soon as possible, and Plants help that happen. Sprouts offer bonus fodder since they have such short lives.
*Pirates - First Mates are potent base-breakers, and the mobility helps you stay ahead of your opponents.  
*'''[[Pirates]]''' - First Mates are potent base-breakers, and the mobility helps you stay ahead of your opponents.  
===Cards - Minions===
===Cards - Minions===
======1x Venus Man Trap======
======1x Venus Man Trap======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]'''Power 5''' - Talent: Search your deck for a minion of power 2 or less and play it here as an extra minion. Shuffle your deck.
[[File:SU1011 AwesomeLevel9000 KillerPlants10.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
'''Power 5''' - Talent: Search your deck for a minion of power 2 or less and play it here as an extra minion. Shuffle your deck.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*
*None
======2x Weed Eater======
======2x Weed Eater======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]'''Power 5''' - This minion has -2 power on the turn you play it.
[[File:SU1011 AwesomeLevel9000 KillerPlants9.png|none|thumb|420x420px]]
'''Power 3''' - Ongoing: At the start of your turn, this minion gains +2 power until the start of your next turn.


Errata? Yes/No
Errata: Yes, Functional


Clarifications:
Clarifications:
*This cannot be played to replace a Sprout, since it does not lower its power until it is in play. Its power goes back up to 5 after the end of the turn in which it is played.
*None
======3x Water Lily======
======3x Water Lily======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]'''Power 3''' - Ongoing: Draw a card at the start of each of your turns. Only use one Water Lily’s ability each turn.
[[File:SU1011 AwesomeLevel9000 KillerPlants7.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
'''Power 3''' - Ongoing: Draw a card at the start of each of your turns. Only use one Water Lily’s ability each turn.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*If you get this using Sprout’s ability, you can use Water Lily’s ability immediately since it is still the Start Turn phase.
*If you get this using Sprout’s ability, you can use Water Lily’s ability immediately since it is still the Start Turn phase.
======4x Sprout======
======4x Sprout======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]'''Power 2''' - Ongoing: Destroy this card at the start of your '''next''' turn. You may search your deck for a minion of power 3 or less, play it here as an extra minion, and shuffle your deck.
[[File:SU1011 AwesomeLevel9000 KillerPlants4.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
'''Power 2''' - Ongoing: Destroy this card at the start of your turn. You may search your deck for a minion of power 3 or less, play it here as an extra minion, and shuffle your deck.


Errata? Yes/No
Errata? Yes, Functional


Clarifications:
Clarifications:
Line 50: Line 55:
===Cards - Actions===
===Cards - Actions===
======1x Blossom======
======1x Blossom======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play up to three extra minions that all have the same name.
[[File:SU1011 AwesomeLevel9000 KillerPlants13.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play up to three extra minions that all have the same name.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*
*None
======1x Budding======
======1x Budding======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Choose a minion in play. Search your deck for a copy of that card and place it into your hand. Shuffle your deck.
[[File:SU1011 AwesomeLevel9000 KillerPlants11.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Choose a minion in play. Search your deck for a copy of that card and place it into your hand. Shuffle your deck.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*
*None
======1x Choking Vines======
======1x Choking Vines======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play on a minion. Ongoing: At the start of your turn, destroy this minion.
[[File:SU1011 AwesomeLevel9000 KillerPlants14.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play on a minion. Ongoing: At the start of your turn, destroy this minion.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*
*None
======1x Deep Roots======
======1x Deep Roots======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play on a base. Ongoing: Your minions here cannot be moved or returned to your hand by other players' abilities.
[[File:SU1011 AwesomeLevel9000 KillerPlants15.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play on a base. Ongoing: Your minions here cannot be moved or returned to your hand by other players' abilities.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*This does not prevent minions from being placed, shuffled or destroyed. Deep Roots does not prevent movement caused by bases (e.g., Mushroom Kingdom) or your own abilities.
*This does not prevent minions from being placed, shuffled or destroyed. Deep Roots does not prevent movement caused by bases (e.g., Mushroom Kingdom) or your own abilities.
======1x Entangled======
======1x Entangled======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play on a base. Ongoing: Minions may not be moved or returned to hands from any base where you have a minion. Destroy this card at the start of your turn.
[[File:SU1011 AwesomeLevel9000 KillerPlants20.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play on a base. Ongoing: Minions may not be moved or returned to hands from any base where you have a minion. Destroy this card at the start of your turn.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*This does not prevent minions from being placed, shuffled or destroyed.
*This does not prevent minions from being placed, shuffled or destroyed.
======2x Insta-Grow======
======2x Insta-Grow======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play an extra minion
[[File:SU1011 AwesomeLevel9000 KillerPlants18.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play an extra minion


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*
*None
======1x Overgrowth======
======1x Overgrowth======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play on a base. Ongoing: At the start of your turn, reduce the breakpoint of this base to 0.
[[File:SU1011 AwesomeLevel9000 KillerPlants12.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play on a base. Ongoing: At the start of your turn, reduce the starting breakpoint of this base to 0 until the end of the turn.


Errata? Yes/No
Errata? Yes, Functional (only affects starting breakpoint, also clarified that it turns off at end of turn)


Clarifications:
Clarifications:
*If Overgrowth is destroyed during your turn, the breakpoint change still lasts until the end of the turn.
*If Overgrowth is destroyed during your turn, the breakpoint change still lasts until the end of the turn.
======2x Sleep Spores======
======2x Sleep Spores======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Play on a base. Ongoing: Other players’ minions have -1 power here (minimum power 0).
[[File:SU1011 AwesomeLevel9000 KillerPlants16.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]
Play on a base. Ongoing: Other players’ minions have -1 power here (minimum power 0).


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*
*None
===Cards - Bases===
===Cards - Bases===
======1x Secret Grove======
======1x Secret Grove======
[[File:00 Temporary BASE Placeholder.png|none|thumb|420x420px]]
[[File:SU1011 AwesomeLevel9000 KillerPlants23.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]




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Breakpoint 21 - VPs: 3 2 1 - On your turn, you may play one extra minion of power 2 or less here.
Breakpoint 21 - VPs: 3 2 1 - On your turn, you may play one extra minion of power 2 or less here.


Errata? Yes/No
Errata: No


Clarifications:
Clarifications:
*A
*None
*B
*Etc.
======1x The Greenhouse======
======1x The Greenhouse======
[[File:00 Temporary BASE Placeholder.png|none|thumb|420x420px]]
[[File:SU1011 AwesomeLevel9000 KillerPlants22.png|none|thumb|420x420px|Illustrated by: Dinobot Illustrations]]






​Breakpoint 24 - VPs: 4 2 1 - The winner may search his or her deck for a minion and play it on the base that replaces this one.
​Breakpoint 24 - VPs: 4 2 1 - After this base scores and is replaced, the winner may search their deck for a minion and play it on the replacement base.


Errata? Yes/No
Errata: Yes, Wording


Clarifications:
Clarifications:
*A
*None
*B
*Etc.
===Card - Titan===
===Card - Titan===
======1x Killer Kudzu======
======1x Killer Kudzu======
[[File:00 Temporary Card Placeholder.png|none|thumb|420x420px]]Special: At the start of your turn, if this titan is not in play, place a +1 power counter on it. On your turn, if this titan has three or more counters on it, you may play it, keeping up to six counters on it. Ongoing: After this titan leaves play, shuffle up to two minions from your discard pile into your deck OR draw two cards. Talent: Destroy this titan to play an extra minion from your discard pile with power equal to or less than the number of +1 power counters on this titan.
[[File:SU1011 AwesomeLevel9000 KillerPlants21.png|none|thumb|420x420px|Illustrated by: Francisco Rico Torres]]
Special: At the start of your turn, if this titan is not in play, place a +1 power counter on it. On your turn, if this titan has three or more counters on it, you may play it instead of your regular minion play, keeping up to six counters on it.
 
Ongoing: After this titan leaves play, shuffle up to two minions from your discard pile into your deck OR draw two cards.
 
Talent: Destroy this titan to play an extra minion from your discard pile with power equal to or less than the number of +1 power counters on this titan.


Errata? Yes/No
Errata: Yes, Functional (now requires your regular minion play to be played)


Clarifications:
Clarifications:
*
*None

Revision as of 04:53, 27 August 2025

Illustrated by: Dinobot Illustrations
Purchase the Killer Plants Faction on Forgefire!

Feed them, Seymour! (Don’t do it Seymour!) Because these guys grow all on their own. They become stronger the longer they remain in play, so plants can be a major problem for anyone who came to the table without garden shears.

Killer Plantsare from the Awesome Level 9000 set and have a Titan card: Killer Kudzu

Complexity Level: LOW-MEDIUM
Mechanics
  • Growing
  • Spreading Like Weeds

Killer Plants take a steady and rooted approach to the game. Most of their abilities are delayed and/or multi-turn, having the least impact the turn they are played. Killer Plants root through your deck drawing and searching for new minions, overwhelming bases with more and more power if left unchecked. Their actions generally either play extra minions or help maintain presence on the bases.

Strategy

Water Lilies and Venus Man Trap are the flowers of this faction, endlessly generating extra cards and minions for you as long as they remain on the field. Your opponents will want to remove them. Killer Plants have means to prevent their minions from getting moved or returned to your hand, but unfortunately not from getting destroyed. If your opponents are able to stay one step ahead of you, you will have a tough time. The Plants spread their runners and seeds far and wide, though, so if you manage to establish on a base you tend to stick. Use Sleep Spores to delay bases from breaking, so you have a chance to gain footholds and snowball into wins.

Synergy

Factions whose low-power minions have good abilities or that can protect from destruction are great partners for Killer Plants. Sometimes factions with good on-play abilities make up for the Plants' lack of them, since Sprouts trigger the abilities when they grow into their replacement.

  • Ghosts - Several points of synergy with Plants that add up to a strong combination. Haunting offers two more minions for Sprouts to grow into, and Incorporeal protects vulnerable minions. The extra cards and minions help out Ghosts.
  • Steampunks - With their numerous play-on-base actions, Killer Plants fit right into Steampunks' primary game plan. You even get to transplant around the board with Zeppelins and Captain Ahab.
  • Zombies - They want their Tenacious Zs and Walkers on the field as soon as possible, and Plants help that happen. Sprouts offer bonus fodder since they have such short lives.
  • Pirates - First Mates are potent base-breakers, and the mobility helps you stay ahead of your opponents.

Cards - Minions

1x Venus Man Trap
Illustrated by: Dinobot Illustrations

Power 5 - Talent: Search your deck for a minion of power 2 or less and play it here as an extra minion. Shuffle your deck.

Errata: No

Clarifications:

  • None
2x Weed Eater

Power 3 - Ongoing: At the start of your turn, this minion gains +2 power until the start of your next turn.

Errata: Yes, Functional

Clarifications:

  • None
3x Water Lily
Illustrated by: Dinobot Illustrations

Power 3 - Ongoing: Draw a card at the start of each of your turns. Only use one Water Lily’s ability each turn.

Errata: No

Clarifications:

  • If you get this using Sprout’s ability, you can use Water Lily’s ability immediately since it is still the Start Turn phase.
4x Sprout
Illustrated by: Dinobot Illustrations

Power 2 - Ongoing: Destroy this card at the start of your turn. You may search your deck for a minion of power 3 or less, play it here as an extra minion, and shuffle your deck.

Errata? Yes, Functional

Clarifications:

  • A Sprout may not destroy itself the same turn it is played.

Cards - Actions

1x Blossom
Illustrated by: Dinobot Illustrations

Play up to three extra minions that all have the same name.

Errata: No

Clarifications:

  • None
1x Budding
Illustrated by: Dinobot Illustrations

Choose a minion in play. Search your deck for a copy of that card and place it into your hand. Shuffle your deck.

Errata: No

Clarifications:

  • None
1x Choking Vines
Illustrated by: Dinobot Illustrations

Play on a minion. Ongoing: At the start of your turn, destroy this minion.

Errata: No

Clarifications:

  • None
1x Deep Roots
Illustrated by: Dinobot Illustrations

Play on a base. Ongoing: Your minions here cannot be moved or returned to your hand by other players' abilities.

Errata: No

Clarifications:

  • This does not prevent minions from being placed, shuffled or destroyed. Deep Roots does not prevent movement caused by bases (e.g., Mushroom Kingdom) or your own abilities.
1x Entangled
Illustrated by: Dinobot Illustrations

Play on a base. Ongoing: Minions may not be moved or returned to hands from any base where you have a minion. Destroy this card at the start of your turn.

Errata: No

Clarifications:

  • This does not prevent minions from being placed, shuffled or destroyed.
2x Insta-Grow
Illustrated by: Dinobot Illustrations

Play an extra minion

Errata: No

Clarifications:

  • None
1x Overgrowth
Illustrated by: Dinobot Illustrations

Play on a base. Ongoing: At the start of your turn, reduce the starting breakpoint of this base to 0 until the end of the turn.

Errata? Yes, Functional (only affects starting breakpoint, also clarified that it turns off at end of turn)

Clarifications:

  • If Overgrowth is destroyed during your turn, the breakpoint change still lasts until the end of the turn.
2x Sleep Spores
Illustrated by: Dinobot Illustrations

Play on a base. Ongoing: Other players’ minions have -1 power here (minimum power 0).

Errata: No

Clarifications:

  • None

Cards - Bases

1x Secret Grove
Illustrated by: Dinobot Illustrations


Breakpoint 21 - VPs: 3 2 1 - On your turn, you may play one extra minion of power 2 or less here.

Errata: No

Clarifications:

  • None
1x The Greenhouse
Illustrated by: Dinobot Illustrations


​Breakpoint 24 - VPs: 4 2 1 - After this base scores and is replaced, the winner may search their deck for a minion and play it on the replacement base.

Errata: Yes, Wording

Clarifications:

  • None

Card - Titan

1x Killer Kudzu
Illustrated by: Francisco Rico Torres

Special: At the start of your turn, if this titan is not in play, place a +1 power counter on it. On your turn, if this titan has three or more counters on it, you may play it instead of your regular minion play, keeping up to six counters on it.

Ongoing: After this titan leaves play, shuffle up to two minions from your discard pile into your deck OR draw two cards.

Talent: Destroy this titan to play an extra minion from your discard pile with power equal to or less than the number of +1 power counters on this titan.

Errata: Yes, Functional (now requires your regular minion play to be played)

Clarifications:

  • None