@FerretBandit123 wrote:
lmao we obviously have someone who never plays zombies over here
Gargologist and Teleport are both very balanced cards, and Defensive End only needs a slight nerf.
How about we talk about some plants that need nerfing?
Grapes of Wraith, Cornucopia, SOLAR FLARE...
@FerretBandit123
Actually, I feel the 3 cards he mentioned are too powerful when combined together with Rustbolt. Just Teleport Gargologist on turn 3, which is literally completely unavoidable at ALL for plants BTW, then play a guaranteed Defensive End on turn 4. Literally only Mushroom Ringleader could possibly kill a Defensive End on turn 4, if you're lucky.
Cards that seem powerful but have a clear weakness are fine and don't need to be nerfed. But COMPLETELY UNAVOIDABLE COMBOS like this NEED a nerf, because you can't just "change you deck to match the meta", because they are COMPLETELY UNAVOIDABLE COMBOS.
Anyway, about the plants you say need a nerf:
Grapes of Wrath is easily countered by just bouncing it.
Cornucopia is RNG-based, the 4 other plants given could all be basic 1/1 plants. Plus, without Cornucopia, Solar-Control just feels pointless. Cornucopia is a reward for Controlling until turn 10, or a reward for building up enough Ramp to play it earlier than turn 10.
Solar Flare has her weaknesses, like Sneaky (What Plant hero isn't weak to Sneaky?). Solar Flare Control can be countered with enough Gargantuars, and Solar Flare Aggro can be countered with enough Crazy and Brainy.