Forum Discussion
11 Replies
- ApprovedAnonymous8 years ago
I don't think any deck should ever have more than 4 environments. Some decks are even best played with 0-1 environments, however I don't see why the new effects would mitigate them. If at all, they would make them stronger.
Environments that do damage like Spikeweed Sector and Hot Lava are even more necessary for dealing with Untrickable Plants and Zombies, which are immune to trick removal.
Environments that have an effect when something is played on them, like Medulla Nebula and Mushroom Grotto, are able to be triggered again by using the Evolution effect (There is even at least one strategy deck based around this synergy)
As for Dino Roar, Planet of the Grapes really synergises well.
- ApprovedAnonymous8 years agoDamn straight it does. Beta Carottena or Citron with Tricarrottops added in with the admiral/mirrornut/sportacus and planet of the grapes adds up fast
Also, what good is your evolution fossilhead if you cant give him another 2/2 and frenzy in area 22? Unless you aren't playing beastly, then going viral works too
And speaking to the statement that no deck should have more than four environments...on whose authority is that?
I have plenty of decks with six or more, and my huge gigantus neutron imp deck had more than four by a long shot.
Some decks need them and lots thrive with none at all, but I always like at least a couple especially as a zombie, to counter - ApprovedAnonymous8 years ago
I think that for most decks outside of very fast decks, it's a good idea to pack some environments. They give you board advantage and can kill things that are untrickable. In some scenarios they make the difference between wins and losses. Definitely would recommend 3-4 environments per deck
- ApprovedAnonymous8 years agoin a few decks of mine the environment are crucial to the deck. Impfinity, a lot of the time I run four of each superrare. One gives me overshoot 3 and the other is deadly/strike through, and Doctor Spacetime usually don't have a free lane to work in, and these help.
As on the plant side with a few decks having a set only, it's not like four enviro cards are going to throw your flow off in your deck, and it might save a game or three
@jakeman102201 wrote:I think that for most decks outside of very fast decks, it's a good idea to pack some environments. They give you board advantage and can kill things that are untrickable. In some scenarios they make the difference between wins and losses. Definitely would recommend 3-4 environments per deck
I'd agree, especially for Zombie players. With some of the plant environments, Zombies need to be able to cancel them quick, or it's game-over.
- ApprovedAnonymous8 years ago
I don’t like environments that much because it’s always very luck dependent unless you hav more than 4 of them which I play just in one deck. I think you are dependent to play tthem even if I would like to play without them in some decks but then I have lost if a sting environment is played.
- ApprovedAnonymous8 years agoI carry minimum of four in all decks, and some decks as many as a dozen...and I have seen plenty of games that were won and lost all of one environment played and the other side had no counter to play
From the flytraplanet or the spikeweeds, even blackhole with a armwrestler that got frenzy that controlled the game - ApprovedAnonymous8 years ago
I only dropped in to say that I despise environments. I basically only run them to drop on my opponents environments. There’s far too many times where drawing a guy or trick would put me back in a game and I’ve drawn an environment. They are my least favorite addition to the game. ☹️
- ApprovedAnonymous8 years agoAnd I imagine plenty of times that drawing an environment would help you or save your game
- ApprovedAnonymous8 years ago
Drawing an environment at the right time to save a game happens so rarely that I can't even remember it happening.
To use a term from Magic, environments are "win more" cards. If you're already winning then drawing one just makes you win more. If you are losing and you draw one then it's conditional that you have something on the board that benefits from you playing it.
For example, if you have only tricks in your hand and a couple dudes on the board and your opponent has more dudes on the board and you draw Medulla Nebula, then you are still behind on the board and it's not going to do anything for you the next turn. And, even if you draw a more useful environment like Meteor Z you're only upping the damage of one guy. I'd rather draw a trick that deals damage or kills a plant or a guy with an ability that triggers when I play him because those cards have more versatility than environments. Limiting them to the three ground lanes also makes them less playable. There's been times where I need to deal with the water or high lanes and drawn an environment for it to just sit in my hand.