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Win and Prevent Win Expansion (v15)

by Miles

Build decks around bonus damage and special win conditions to take down your opponent!

Latest Changes

Rev 15: Fixed Broodmother wincon not winconning.

Rev 14: Increased Sudden Death timer to 40 turns. Seedlings reworked to require a little effort to get above curve.

Rev 13: ULTIMAX Tank ATK reduced from 8 to 7. Sudden Death no longer heal blocks, but it does lock players to 10 max HP, removing any advantage that Mother and VeGu decks have in Sudden Death.

Rev 12: HOPEFULLY FINALLY FIXED CARMINA. Turn 0 effects are jank.

Rev 11: Fixed Mother Chomper. Also, since the bug turned out to only be with reducing max HP, VeGu is probably fully functional and was all along.
Astotheles buffed to flat Empower +3 without base ATK.

Rev 10: Water Strider now has something to stand out. Not much, it's literally just cheaper Driller, but it's something.
Fixed Carmina not working when picked by player 2.
Riz now costs only 2TP, but needs to win the round to setup.

Rev 9: Arrow Worm setup is now low priority, so it can be numbed.
Archer no longer has bonus damage.
Ninja bonus damage requires one of each Leafbug, rather than any three.

Rev 8: Denmuki is now a Numb Effect.
Clubber is now an Attacker, and no longer has bonus damage.
Archer now has the same conditional bonus damage as Ninja.
Thief and Astotheles reworded.

Rev 7: Sudden Death occurs T30 not T31.
Sudden Death setups are now invis.
Spiders can now upgrade twice, and non-Diving Spiders gain +1ATK on upgrade, but only 1 lifesteal/bonus damage per level, instead of 2.

Rev 6:
-Leafbug Clubber no longer numbs, but the damage effect simply requires 3 Leafbugs, not Archer+Ninja, and does not require win.
-Leafbug Ninja now requires 3 Leafbugs for the damage effect. Unlike Clubber, it still needs to win the round.
Hopefully fixed B-33's wincon effect.

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