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Honestly I think the main tool Plants have against trick decks is certain control decks of their own, or a bunch of aggro decks. I win against a lot of trick based decks with a few heroes. Early game that forces them to keep up with tricks or fall behind and die. Mid game thats robust and generate card advantage and Solid late game. Brainana is your best friend. Replay them again with the bounce your own plant guy.
I play a LOT of plants and I might loose occasional vs trick decks, but I feel like I have more then my fair share of chances against any archetype. Obviously if you play against a perfect opening hand/curve, you can lose to ANY strategy.
I think the plants have enough tools to win against any zombie decks. you have to be a bit lucky sometimes and make the smart plants.
But CC repeat is unfavored against trick-heavy decks. It's the whole rock-paper-scissors thing.
It's unrelated gut he is literally the only hero out of 20 I NEVER play because I don't like the deck options he has. To each his own though 🙂
@Borisso I understand the reasoning behind it... but since you bring it up, zombies have plenty up their sleeves too. Deadly, gravestones, frenzy, etc... also having bonus attacks and freeze (not to the level of plants, but lurch for lunch is a truly great card and trickster can be devastating and potentially free)
Again, i don't think anything needs nerfed, more that, with cards like def end and bonus bucket they now have cards that can effectively shut playstyles down. I mean, plant flood and time to shine are worthless with bonus bucket... that's a bit on the powerful side. I can understand shutting down the effect on plants, but not a 4 cost trick (tricks should still activate imo. I can think of any other single card that can stop a superpower from having any use.)
All I'm asking for is fair play. Let the plant side completely shut down entire decks with a 4 cost card... turnabout is fair play, and it's not like it was unbalanced before the introduction of those cards when two higher level players went at it.
They've worked awefully hard to curb the power of bonus attacks and plant control decks, but prof valk is still out there regulating on turn six. Again, not OP; but it is just as strong as troller flare was before def end, but we nothing had really been out in place to match def end on plant side.
I'm not at all saying my decks are useless. I've worked around most cards by changing my decks and strategies. I'm just saying it would be nice to get similar cards on the plant side. Options. Options are never bad and for every card you get, you have to give something up.
As for CC... you really should try my deck out. It's absurd and a ruin of fun to play. These are a couple of screenshots from today. Granted, not the highest level opponents, but it can hold it's own even against ultimate players.
What are your thoughts on chomp? I'm looking to build a deck with more synergy... all the way to the superpowers. Plants side I've got just about everything. What are you running?
- Anonymous9 years agoYeah I agree with you that more options are always great. That's why that while I enjoy the slow trickle of new cards we've been getting with event cards, I am super excited for an actual full fledged expansion. More options!
As for CC. I think the reason I've never been drawn to him is I don't particularly enjoy aggro only heroes. And while other heroes are able to run aggro decks (NightCap) they still have control/midrange playstyles available to them.
As for Chomps, I think his super powers are just generally great. I mean you could use a deck that maximises Geyser with Pepper MD, but I go another route. Again, I prefer a playstyle thats more control than aggro.
Here's what I'm currently running:
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