Cards that break "the rules" are ruining the game
What are the rules? The tutorial when we play the game for the very first time guides us through the way the game is played.
1. Zombies go first then plants then zombies get a trick round.
2. Heroes have 20 health. First to zero loses.
3. Heroes have 4 super powers. You get 1 at the start and draw more along the way when your block meter is activated.
1. Why does the game give so many workarounds to the order of things?
I used to hate Valkyrie but it took skill so I respected it somewhat. Monument I hate more. It takes no skill. Stall all the way to turn 6+ when you can play some horrible cards, Drop a Momument and a horrible card on it. Win. Frenzy/High Attack/Strike Thru/Your Grandmother doesn't matter. When you are facing a Monument capable Zombie and you are at a high turn you can only pray "I hope he does not have Monument right about now". Then you die.
Being able to play zombies during tricks and attacking during zombie turns are becoming so prevalent that the way cards are designed "because plants go second" breaks the game.
2. Why does the game allow Astro Vera to give plant heroes more than 20 health?
I am a plant only player. I have a screenshot where I dropped 2 Mimes on turn 7 of a flower/heal deck. The zombie player let them live and killed off what he deemed to be a bigger threat (I think Briar Rose so I cannot blame him). I dropped Astro Vera and ended up with 50 health. He conceded (I cannot blame him). This is nonsense.
3. For pete's sake the game is giving out super power conjuring cards like it is candy in October.
The last thing is the block meter just does not work well. It is not consistent the way it handles strings of attacks that activate it.
Espresso Fiesta - Plant will wait if block meter activated and can resume to damage hero.
Strongberry, Punish-Shroom - successive attacks from a single plant are blocked.
Team up plants on a double strike - Is this something new that they treat each plant in the same lane during the bonus attack separately so instead of the second attack not affecting the block meter now it does? And on top of it the second attack is still blocked if the first activates block meter?
I am trying to remember exactly what happened but it involved 2 sportacus cards, both heroes block meter being triggered, zombie hero got to suspend his super power card play (when it is not played or kept yet) while the board reacted to the whole sequence of events and my none of my sportacus landing a damaging blow (all got eaten by block meter). I think what happened is zombie hero played a trick and sportacus 1 attacked and activated block. Sportacus 2 attacked and block was still activate. Zombie hero played superpower and that took effect which triggered sportacus 1 and 2 again but both attacks were still blocked. I think that is what happened. That makes no sense.
I do not know why EA finds it necessary to create these cards. Aren't cards like kitchen sink zombie and dragon fruit enough?
@npgibbs wrote:2. Why does the game allow Astro Vera to give plant heroes more than 20 health?
you name many things in this post, let's reduce it a little, with this, we have already talked about Astro Vera (and many others):
This may be the weak point of this game, it's nobody's fault, but as the number of cards grows and grows, the combos grow, and it will become increasingly difficult to control, although the devs do everything possible to keep it aside. yes it is true that these cards break somewhat patience, but we have all enjoyed them, at some point you enjoy some legendaries, of any class, that you have liked to try to play, there is a fun that is worth experiencing ... just an opinion
it is possible that there is a nerfing for Monument, who knows...