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I'm afraid that I'm gonna disagree with you @BlazinsZ. I actually think that is better to nerf those cards that really deserve it.
Fossilhead, for example, can easily be controlled by one of two things:
A) Reduce the stats it gains when evolved.
Make it gain +1/+1 or +1/+2 or something like that instead of +3/+3
B) Make it completely immune to tricks. (Both allied and enemy's)
Your idea of the Bonk Big Brother is good, but keep in mind that this would mean that EVERY Mega-grow deck would be playing these now. (Who doesn't want a 5 attack plant on turn 2??)
-Worst case scenario, you trade your Bonk Big Brother to the enemy's Fossilhead.
-Best case scenario, you get the plant version of Fossilhead on your own.
Quickman Draw can be fixed the same way I proposed to the Dino-Roar, "conjuring" effects do not activate its ability, since you aren't really drawing any cards.
This way you would only take 1 damage at the beggining of every turn until killed, so that's more fair.
Sandy Dunes is pretty bad the way you proposed it. It gives you no real advantage on the field, and keep in mind that there is an easy way to counter it, just evolve the zombie on the top lane.
Magic Berry and Furious Bean are pretty good. I would even make Magic Berry a 2/3 so it can survive Gizzard Lizard.
Red Chomper seems kinda awkward. The point here is to control Fossilhead on the early turns, not later on the game.
But actually, you gave me an interesting idea.
What about a card that steals/prevents a zombie's trait? (armored, untrickable, frenzy, deadly, etc)
Something like...
Orange Orange
2 suns - 2/3 Super-Rare
When played - A zombie loses all its traits (armored, untrickable, frenzy, deadly, etc)
OR
Vine Tree
3 suns - 2/3 Legendary
When played - A zombie loses all its buffs and traits and pass to this plant.
@Azombioso wrote:I'm afraid that I'm gonna disagree with you @BlazinsZ. I actually think that is better to nerf those cards that really deserve it.
I know, that's why I said that in any case, it would be an extreme decision, in case it really is necessary, but as much as possible, it would be good to avoid modifying the cards.
A plant with 5 attacks in turn 2 It is not so traumatic, i think fossil its worst,, but what I suggested +3 this turn with evolution (you lose a plant), then in the turn 3 return to 2/2 simply plant... Fossil Head he keeps his stats.
Anyway, those suggestions were something improvised, just a few simple examples of what can be done to counteract something in the game, like Sneezing Zombie with healing.
I know devs will fix this surely, but we have to wait for the next update, the zombies suffered enough with Venus Flytrap for a long time.
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