Treant’s organized play performance is on the Stats page.  Branch Branch Branch Leaf Leaf 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 RulesSpirits Mechanic- You may only spend each
type once per turn. To 'Grow a ' means to gain a Seedling or upgrade an existing (from Seedling to Sapling, or from Sapling to Dryad).
CompanionsSeedling 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 CompanionAttack 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.
AbilitiesFertilize Passive- During your Upkeep Phase, grow 1
.
Splinter Offensive (98.4% / 87.9% / 51.3%)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
- You may discard 1
to inflict Barbed Vine.
Vengeful Vines Offensive (61.5%)Needs a Small Straight - Inflict Barbed Vine. Deal 7 dmg.
UpgradesSplinter II Upgrade of Splinter (1 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
Splinter III Upgrade of Splinter (2 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
- On 3-of-a-kind, grow a
. Inflict Barbed Vine.
Vengeful Vines II Upgrade of Vengeful Vines (2 CP)Needs a Small Straight - Inflict Barbed Vine. Deal 8 dmg.
Hero CardsStomp! CardRoll Phase Action, 1 CP, Attack Modifier - Roll 5 dice: Add 1 x
dmg. If at least 3 dmg was added, inflict Barbed Vine.
Drink Deep! CardInstant Action, 1 CP - A chosen player gains Wellspring.
Harvest! CardMain Phase Action, 0 CP - Discard up to 3 Spirits and gain 1 CP per
removed. If at least 2 were removed, up to two chosen players gain Wellspring.
Cultivate! CardMain Phase Action, 3 CP Down Pour! CardMain Phase Action, 2 CP - You may grow all existing Spirits once each (in any order).
Mother Tree! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, grow 4 Spirits. On any other outcome, draw 1.
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