Treant’s organized play performance is on the Stats page.

Face 1: Branch
Branch
Face 2: Branch
Branch
Face 3: Branch
Branch
Face 4: Leaf
Leaf
Face 5: Leaf
Leaf
Face 6: Spirit
Spirit

Status Effects

Barbed Vine Negative Status Effect

Stack limit 1

  • A player afflicted with this token receives 1 dmg for each Roll Attempt beyond the first during their Offensive Roll Phase, up to a maximum of 2 per turn. This token is removed and then this dmg is applied at the conclusion of the Roll Phase.

Wellspring Positive Status Effect

Stack limit 1

  • A player with this token may spend it during their Main Phase & roll 1 die: gain 1/2 the value as Health (rounded up).

Other Rules

Spirits Mechanic

  • You may only spend each Spirit type once per turn. To 'Grow a Spirit' means to gain a Seedling or upgrade an existing Spirit (from Seedling to Sapling, or from Sapling to Dryad).

Companions

Seedling Spirit Companion

  • Spend Seedling to re-roll 1 of your dice.

Sapling Spirit Companion

  • Spend Sapling to Heal 1 and gain 1 CP. Spend Sapling and 1 CP to draw 1.

Dryad Spirit Companion

Attack Modifier

  • Spend Dryad to add 3 dmg. Attack Modifier. If an opponent's Attack would inflict a Negative Status Effect upon you, you may spend Dryad at the conclusion of their Offensive Roll Phase to prevent that incoming status effect.

Abilities

Fertilize Passive

  • During your Upkeep Phase, grow 1 Spirit.

Splinter Offensive (98.4% / 87.9% / 51.3%)

  • BranchBranchBranch Deal 5 dmg
  • BranchBranchBranchBranch Deal 6 dmg
  • BranchBranchBranchBranchBranch Deal 7 dmg
  • You may discard 1 Spirit to inflict Barbed Vine.

Tend Offensive (46.8%)

Needs LeafLeafSpiritSpirit

  • Draw 1. Grow 3 Spirits. A chosen player gains Wellspring. A chosen opponent is inflicted with Barbed Vine.

Overgrowth Offensive (55.7%)

Needs BranchBranchLeafLeafLeaf

  • Deal 2 dmg. You may remove up to 2 Spirits to add an additional 4 dmg per Spirit removed. You may discard Wellspring to make this undefendable dmg.

Vengeful Vines Offensive (61.5%)

Needs a Small Straight

  • Inflict Barbed Vine. Deal 7 dmg.

Nature's Grasp Offensive (10.4%)

Needs SpiritSpiritSpiritSpirit

  • Grow 2 Spirits. Then deal 5 undefendable dmg +1 dmg per Spirit.

Call of the Wild Offensive (26.1%)

Needs a Large Straight

  • Deal 8 dmg & roll 4 dice: Add 1 x Branch dmg. On Leaf, gain Wellspring. Grow 1 x Spirit Spirits.

Rooted Defensive

Defense Roll 3 dice

  • Prevent 1 x Branch + 1 x Spirit dmg. On Leaf Leaf, grow a Spirit.

Wake the Forest! Ultimate (1.3%)

Needs SpiritSpiritSpiritSpiritSpirit

  • You and a chosen teammate gain Wellspring. Grow 5 Spirits. Inflict Barbed Vine. Then deal 10 dmg.

Upgrades

Splinter II Upgrade of Splinter (1 CP)

  • BranchBranchBranch Deal 5 dmg
  • BranchBranchBranchBranch Deal 6 dmg
  • BranchBranchBranchBranchBranch Deal 7 dmg
  • Inflict Barbed Vine.

Splinter III Upgrade of Splinter (2 CP)

  • BranchBranchBranch Deal 5 dmg
  • BranchBranchBranchBranch Deal 6 dmg
  • BranchBranchBranchBranchBranch Deal 7 dmg
  • On 3-of-a-kind, grow a Spirit. Inflict Barbed Vine.

Tend II Upgrade of Tend (2 CP)

Needs LeafLeafSpiritSpirit

  • Draw 1. Grow 4 Spirits. A chosen player gains Wellspring. A chosen opponent is inflicted with Barbed Vine.

Cultivate Same card (57.6%)

Needs BranchBranchSpiritSpirit

  • Grow 6 Spirits.

Overgrowth II Upgrade of Overgrowth (2 CP)

Needs BranchBranchLeafLeafLeaf

  • Deal 4 dmg. You may remove up to 2 Spirits to add an additional 4 dmg per Spirit removed. You may discard Wellspring to make this undefendable dmg.

Plant Same card (96.0%)

Needs BranchLeafLeaf

  • Grow 3 Spirits.

Vengeful Vines II Upgrade of Vengeful Vines (2 CP)

Needs a Small Straight

  • Inflict Barbed Vine. Deal 8 dmg.

Bitterroot Same card (84.2%)

Needs LeafLeafLeaf

  • Deal 1 pure dmg per Spirit.

Nature's Grasp II Upgrade of Nature's Grasp (2 CP)

Needs SpiritSpiritSpiritSpirit

  • Grow 2 Spirits. Then deal 6 undefendable dmg +1 dmg per Spirit.

Nature's Blessing Same card (35.5%)

Needs SpiritSpiritSpirit

  • Heal 1. Gain 1 CP. Draw 1. Grow 1 Spirit.

Call of the Wild II Upgrade of Call of the Wild (2 CP)

Needs a Large Straight

  • Deal 8 dmg & roll 5 dice: Add 1 x Branch dmg. On Leaf, gain Wellspring. Grow 1 x Spirit Spirits.

Enrapture Same card (57.6%)

Needs BranchBranchSpiritSpirit

  • Inflict Barbed Vine. Deal 4 undefendable dmg.

Rooted II Upgrade of Rooted (3 CP)

Defense Roll 4 dice

  • Prevent 1 x Branch + 1 x Spirit dmg. On Leaf Leaf, grow a Spirit. On Spirit Spirit, a chosen player gains Wellspring.

Hero Cards

Stomp! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Roll 5 dice: Add 1 x Branch dmg. If at least 3 dmg was added, inflict Barbed Vine.

Drink Deep! Card

Instant Action, 1 CP

  • A chosen player gains Wellspring.

Harvest! Card

Main Phase Action, 0 CP

  • Discard up to 3 Spirits and gain 1 CP per Spirit removed. If at least 2 were removed, up to two chosen players gain Wellspring.

Cultivate! Card

Main Phase Action, 3 CP

  • Grow 3 Spirits.

Will O' Wisp! Card

Main Phase Action, 1 CP

  • Roll 3 dice: On Branch, deal 1 collateral dmg to all opponents. On Leaf, gain Wellspring. On Spirit, grow 1 Spirit.

Down Pour! Card

Main Phase Action, 2 CP

  • You may grow all existing Spirits once each (in any order).

Mother Tree! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Spirit, grow 4 Spirits. On any other outcome, draw 1.