I feel like it probably should be 4 (why wouldn’t they trigger upon their own deaths?), but I’ve posed the question!
Also GL HF @Nekoatl!
Game 4 Player 2, Turn 1
P2 [Balance]/Past/Law vs P1 [Necromancy]/Growth/Blood
Starting Hand
Rampant Growth
Forest’s Favor
Rich Earth
Playful Panda
Tiger Cub
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Rich Earth (2)
- Midori (0)
Workers
Rampant Growth
Patrol as below- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Midori (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- Rich Earth
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Young Treant
Spore Shambler
Verdant Tree
Ironbark Treant
Merfolk Prospector
End of Turn Discard
Tiger Cub
Playful Panda
Forest’s Favor
My Thoughts
I have a dastardly plan to first tech 2x Shimmer Ray, and lay Verdant Tree next turn (or perhaps go for Rememberer and float some gold?), let’s see how it goes!