
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 Plants are 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

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

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

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, Reversion (reverted to original version from Bigger Geekier Box errata)
Clarifications:
- A Sprout may not destroy itself the same turn it is played.
Cards - Actions
1x Blossom

Play up to three extra minions that all have the same name.
Errata: No
Clarifications:
- None
1x Budding

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

Play on a minion. Ongoing: At the start of your turn, destroy this minion.
Errata: No
Clarifications:
- None
1x Deep Roots

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

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

Play an extra minion
Errata: No
Clarifications:
- None
1x Overgrowth

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

Play on a base. Ongoing: Other players’ minions have -1 power here (minimum power 0).
Errata: No
Clarifications:
- None
Cards - Bases
1x Secret Grove

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

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

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