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Anonymous
8 years ago

Best possible starting hand

Just wanted to throw this fun topic up there.  You can choose the best hand either counting the superpower, or just the starting 4 cards.

My pick would be Cat Lady, 2 Goats and a Synchronized Swimmer.  All Beastly, so you could combo it with any hero/power you want.  Only a few options can handle it, and if you don't remove the Cat Lady on turn 1, you have a 6 strength (and possibly 4 toughness) zombie in the water on turn 2.  Besides still probably having to deal with the Cat Lady and 2 goats that will buff each other.

3 Replies

  • 4 clique peas is the obvious choice, but I also like myself a Lily Pad, a Lily of the Valley, and...pretty much anything on heights that costs 3. Maybe a team-up plant, too.
  • I can only think of 2 things that can remove cat lady turn 1:

    1. Potato mine
    2. * shroom + any 1: primal mine, hot date (* must be behind), * Choy
    3. Pumpking
  • Hand: Mustache Waxer, Mustache Waxer, Zombie Plumber, Dark Moon Rising.

    Superpower: Dance Off.

    1st Draw: Zombie Plumber.

    Gives you four damage to throw around and four random 5-drop+ zombies on turn 2. That’ll allow you to clear a lane or two and potentially win without triggering super-block.

    Of course, the odds of nailing the perfect hand, the perfect superpower, and the perfect top-deck are... low (down to zero if your opponent is packing Weedwack or Sunburn or chooses to oppose the 1st Waxer down).

    This also works:

    Hand: Mustache Waxer, Mustache Waxer, Mustache Waxer, Dark Moon Rising.

    Superpower: Terror-Former 10,000

    1st Draw: Any 1-drop Mustache (Brainy/Sneaky... there are several)

    I’d have to math it out... I think maybe this’d be less probable b/c of the triple Waxer required, but less vulnerable to removal b/c Terror-Former is your turn 1 play. There are lots of viable top-deck options, but few of them would make it into a competitive deck.

    On the plant side you have a theoretical turn 2 win possibility with: PuffShroom, PuffShroom, PuffShroom, Coffee Grounds/Blazing Bark

    This is much more likely to get opposed (zombie in front of Shroom) but has the advantage of dealing about 12 damage through opposition. It is also more probable that the Huge hand b/c your top-deck is irrelevant.

    That’s the best I can do for plants offhand; I don’t spend a lot of time thinking about plants.

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