Quick Guide to Zerg Deck
Zerg Starters
- Strike 4: 1 Energy – 6(9) damage
- Defend 4: 1 Energy – 5(8) block
- Zergling Rush 1: 0 Energy – 4 damage, when drawn add another copy of this card to your hand, exhaust.
- Upgrades to Baneling Bust+: 1 Energy – 20 damage, exhaust
- Mutate: 1 Energy – Upgrade 1(2) cards
Common Attacks
- Hydralisk Spines: 1 Energy – Deal 4×2 damage, add 2 spines.
- Upgrades to Lurker Spines+: Add 4 spines, deal damage equal to your spine counter
- Abberation: 1 Energy – Deal X(+1) damage and add X(+1) block. X equals to number of cards in the exhaust pile
- Roach Ambush: 2 Energy – Deal 6(8)x2 damage, reduce the cost of this card by one this turn for every card that has left the hand this turn without being played. Draw 1(2) cards
- Bouncing Glaive: 1 Energy – Add 1(2) spines, deal X damage to 3 of random enemies. X equals to number of spines
- Raptorling Claw: 0 Energy – Deal 3(5) damage, apply 1(2) Vuln
- Spine Crawler: 1 Energy – Exhaust a card, Add 3(4) spines and deal 3(6)+X damage, X equals number of spines.
- Spore Burst: 2 Energy – Exhaust a card, deal 1 damage X(+1) times to all enemies. X equals to the number of cards exhausted
Common Skills
- Spined Armor: 1 Energy – Gain 2(3) Spines, Gain X(+3) block, X equals number of spines
- Cocoon: 2 Energy – Gain 12(16) Block, Discard 1(2) cards, draw 1(2) cards. Upgrade the cards discarded by this card. Exhaust
- Burrow: 1 Energy – Discard an attack card, gain 10(13) Block, Apply 1(2) weak
- Consume: 1(0) Energy – Exhaust an attack card, gain 2 mana
- Fungal Growth: 2 Energy – Reduce strength by 3(5) this turn and apply 1(2) Weak
- Twin Birth: 1 Energy – The next attack card is copied and played twice
- Swarm Tactics: 1 Energy – Add 3(5) Swarmlings to your hand
- Swarmling: 0 Energy (Token) – Deal 3(6) damage, ethereal, exhaust, if this card is discarded, exhaust it.
- Natural Selection: 0 Energy – Discard 2 attack cards, exhaust 1 attack card. Upgrade the card discarded. Exhaust
- Sharpen Talons: 1 Energy – Use 3 Spines, Gain 2(3) strength
- Telomere Extension: 1 Energy – Exhaust an attack card, Gain 5(8) block, Block is retained to next turn
- Meatshield: 1 Energy – Add 2(3) Swarmlings to your hand, Gain 4 block for every card exhausted this turn
- Spawning Pool: 1 Energy – Put 2(4) Zergling Rushes into your draw pile, draw 3(4)
Uncommon Attacks
- Ravaging Blast: 3 Energy – Deal 18(28) damage, Reduce the cost of this card this turn by one for every card that has left the hand this turn without being played.
- Ravasaur Rage: 2 Energy.
- Randomly deal 4 damage X times.
- X = amount of cards exhausted.
- You cannot upgrade this card.
- This card upgrades this combat if three cards are exhausted while this card is in your hand.
- Upgrades into Tyrannizor Rage+:
- 3 Energy.
- Exhaust a card.
- Deal 5 damage X times.
- X = amount of cards exhausted.
- If this card is in hand and a card is exhausted, gain 5 damage.
- This card’s cost is reduced by the amount of cards exhausted this turn.
I appreciate your time and hope this little tutorial was helpful.
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