K’thir Forest/Forglar Swamps Poison Deck
Wednesday, May 27th, 2009Poison Elemental x2
Upgrades: 53 hp, Lay Trap: Poison Cloud - 78 Nora
Toxic Anuran x2
Upgrades: 9 speed, 48 hp, Poison Cone 3, Ally: KF - 75 Nora
Boghopper Spitter x2
Upgrades: 11 speed, 36 hp, Poison 2 - 71 Nora
Tidemaster x2
Upgrades: 9 speed, 44 hp - 74 Nora
Massive Anuran x2
Upgrades: 9 speed, 57 hp, Ally: KF - 60 Nora
Sporegill x2
Upgrades: 9 speed, 36 hp, Poison Cloud 1 - 41 Nora
Garu Shaman x2
Upgrades: 9 speed, 52 hp, Heal Champion 3, Poison 2 - 74 Nora
Ranger Elite x2
Upgrades: 11 speed, 52 hp - 75 Nora
Elder Garu
Upgrades: 9 speed, 68 hp - 76 Nora
Poisonous Fumes x2
Marsh Song x2
Nature’s Wrath x2
Brambles x2
Thorn Collection
Herbal Antidote
Drown
Oaken Mace
Rejuventation Ring
(Note: All speeds listed include the KF half bonus)
This deck revolves around the inherent synergy of the KF and FS poison units. It gives you access to a ton of Ally units and a few very good targets for amplification, as well as a ton of map control. The main theme is obviously the poison synergy, and that can get pretty crazy - with 2 poison charges and all the amplification out a Poisonous Fumes spell can hit for 14 damage. Considering that you have 4 poison cloud champions as well as an excellent source of knockback in the Massive Anuran, you can do some incredible things on a major turn - Fumes + A cloud + 2x poison charge + massive leap will do about 44 damage to anything in the AOE 2, and only uses up 35 nora’s worth of expended resources. If you can stack clouds or Fumes on such a turn you can guarantee kills on multiple units at once. The biggest problem with this deck is poison resistance - it’s fairly plentiful. You have to be careful to keep some of your non-poison units out (you do have a good number), though you can usually still control Undead or Elementals with poison cloud abilities.
The Poison Elementals are your key champions, doing high poison damage with great stats and offering excellent AoE and board control from their clouds and traps. Their poison charge ability is also the best way to quickly boost the damage of your poisonous abilities and spells (it also adds 2 damage to the first tick of a DoT). The Toxic Anurans serve the role of your general all purpose champion - they hit pretty hard at range and up close with Ally: KF and their poison abilities, and aren’t too costly. They also do physical melee damage, making them very valuable against the many poison resistance champions you’ll face. The tidemasters are your prime amplification - they are fairly cheap and long ranged, so you don’t need to put them in harm’s way. They aren’t going to hit very hard (though you do have enough hoppers to get some surge), but the extra damage they give will add up. Tidal wave is also an excellent offensive AoE, and fuels your capability to drown.
The Boghopper Spitters and Garu Shamans are your main ranged attackers, both throwing down DoTs at range and hitting pretty hard with support out. The Spitters are fragile and have to be played cautiously - however, the Shamans are tanks, with solid defense (helped by the attack debuff) and the ability to heal they should be used on the front lines. The Sporegills are amazing for their cost, though they take a while to get into the fight. If you aren’t pressed, get them out immediately - they’re so cheap that they’re pretty much impossible to kill without them earning back their cost, and they amplify themselves and your other units as well. The final major component of the deck is the Massive Anurans, who provide knockback, which is super powerful when coupled with poison clouds and have incredibly cost efficiency with Ally (62 hp, 13 damage for 60 nora). The Ranger Elites and Elder Garu are essentially filler, and can be replaced by any solid champions that don’t do poison damage - their main role is helping out against resistance units and killing shrines.
Spellwise, Poisonous Fumes is your keystone, dealing potentially huge amounts of damage and controlling the battlefield excellently. K’thir Forest gives us access to a bunch of solid AoEs, which is very helpful when dealing with poison resistance and in general - also, with 2 Brambles and 2 Poisonous Fumes you have excellent board control. Herbal Antidote serves its normal purpose mostly - it can also give you poison immunity on demand, which can be very important if you’re blanketing the field in poison clouds. The Marsh Songs give us the nora generation to compete in long games. Drown is our final spell, and may seem a weird choice with no water generation - however, with Tidal Wave it is very efficient and you can deal with the dead slot if you cannot use your Tidemasters. Following up our spells are 2 equips, who are in for general utility - Oaken Mace also lets you do physical damage with a poison unit if necessary.
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Kaervas Assistant Game Designer |


