If your Tech I and Tech II buildings are both destroyed on your opponent’s turn, can you rebuild both of them on your turn, or do you have to spend a turn rebuilding your Tech I building before you can rebuild your Tech II building?
Each higher level tech building require the lower one to be functional before they can be (re)built. Since tech buildings take a turn to finish building, the tech I will have to be rebuilt first, then when it finishes building next turn the tech II can be rebuilt.
Whoa. Earthquake just got like, 3 times scarier.
Got to live up to its name of ultimate spell. 2 bird pings + Earthquake = no Tech II building for 2 turns + likely 8 damage to base, which seals a good deal of games.
Earthquake ends games!
Worth noting that rapid rebuilding is possible. I’ve mostly seen this used to get a super early tech II though.
That was an automated flag, apparently - you linked to codexcarddb.com a whole lot from a “new” account, which looks like spam behavior to the system.
I marked you a slightly-more-trusted user which might help, and have informed Sirlin so he can whitelist the site, since people should be allowed to link to that site a lot if they want to.
About “combat damage”.
Earlier in this thread I learned that Sparkshot and Overpower are considered combat damage.
So,
If I have "Might of Leaf and Claw"
If I use a unit with overpower to trade with two patrollers, do I add TWO runes?
In unlikely scenario where I use Onimaru spell to give a unit with sparkshot another sparkshot, then use that unit to damage 3 patrollers, do I add THREE runes?
If overpower unit kills the the last patroller and deal remaining damage to a building
Do I add TWO runes?
Finally, if I just do direct attack to building, do I add 1 rune per attack?
Sparkshot and Overpower are consequences of dealing combat damage, they are not a new instance of dealing combat damage.
You can use two instances of sparkshot, but again, only one instance of dealing combat damage.
Main point: sparkshot and overpower are a part of dealing combat damage, not an additional instance of combat damage.
In all cases, a single attack can only generate a single rune on Might of Leaf and Claw.
Attacking building add runes too ?
Yes. Combat damage is dealt when performing an attack, regardless of the target. The only time you could attack and not deal combat damage would be with 0 attack, like a wisp.
What about if the damage is prevented, by e.g. Focus Master? Do you still get a rune?
The damage was still dealt, but then was ignored maybe? Focus master is a good question, but it would have to be exactly one damage dealt to something with exactly one HP.
If you attack with a thing with only 1 atk, and all of that damage is prevented by Focus Master, you do not get a rune on Might of Leaf and Claw.
If my plague spitter gains overpower or sparkshot
Does the excess damage or sparkshot damage become in the form of minus runes?
Yes, it will deal overpower and sparkshot damage in the form of -1/-1 runes.
Wow.
That is very cool
elite training+disease is now very fascinating!
Blooming Elm + Plague Spitter!
Apologies if this has been asked before. I’m 90% sure I know the answer, I just want to check (yes, it does relate to a tournament game, but it’s more of an idle musing than a definite statement of intent):
Does Verdant Tree’s ability allow addons to build instantly as well? (Heroes’ Hall and Tech Lab would be the relevant ones, although it could be useful with the Tower if the opponent has invisible stuff.) I’m pretty sure the answer is “yes”, because I seem to remember the rules stating that addons count as tech buildings for all purposes (which is why destroying them inflicts 2 damage to the base). But it would be good to get official clarification - or failing that at least wide agreement of the playerbase