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Let me see if I understood correctly what you just said.
You are saying that Reincarnation should give you the random plant it transforms to... at 0 cost?
I think that may be a liiiiittle bit op, don't you think?
Like, if you get a 5 cost card on it's first transformation (turn 1) you already have a great advantage on the board.
That is without counting the fact that if you are insanely lucky, you may get a legendary card like Astrocado or Cornucopia on early turns.
I think that a cooler effect would be: "While in your hand: At the start of your turn, this transforms into a random Plant with a cost equal to the number of suns you produced this turn and gain +1/+1.It keeps this ability."
This means that Reincarnation will always transform into a plant that you can play in your turn. It is pretty ok on early turns because of the +1/+1, but becomes even better on the late game. (Imagine getting an Astro Vera or a Dark Matter Dragonfruit.)
AND it has a better defined purpose, to be played on a extra-suns deck.
- 9 years ago
yes! I know. But it doesnt change the fact that, even if you could proactively decide on what transformation to keep, there is anything of real value in the timespan you hold the card and/or have to play it because you NEED a drop.
The best change I can come up for Reincarnation is significantly buffing the ability but lowering the amount of triggers you get.
"Everytime you play a Plant with equal or higher cost than this card it transforms into a card that costs 1 more and gets +1/+1"This requires some buildup but the essence is that it functions as a buffed curvetopper exactly when you need it. so you play morning glory on turn 1. you maybe get a muscleshroom with +1/+1 from it. you then play uhhh armored nut and reincarnation turns into a Growshroom +2/+2 aso.
This actually ramps up to some HUGE plant but it requires some build up and only really happens if you start with it and curve out quite well. See it as a glorified potted powerhouse.
- 9 years agoThat... sounds pretty cool as well.
I think most of us agree that some legendary cards need some more love since they are not worthy of their cost the way they are now.- 9 years ago
I have collected the possibilities of transformation of Interdimensional Zombie seeing my deck, hoping to get something good.
To be honest, I'm still quite disappointed, It is quite boring this legendary.
Interdimensional Zombie cost 1 brains, but you need to put another Science card, if you're lucky, you can put teleport trick in round 2, To receive a zombie that costs 3, that would be all the magic of this legendary. Also, you can have 4 Interdimensional Zombie, To do this consecutively, and have luck to receive. But the fact that having only one and being pretty useless bores me
Notice, that there is only one legendary ''Valkyrie'' But it really is useless because it only increases its power in the hand...
Vimpire... mmm good, Electrician... but in the round 2, Electrician do the bonus attacks.
Moonwalker, lol, you need to remember to put Interdimensional in the heights.
Exploding imp 6/1, Is the only one that I think would be really good.
Celestial Custodian: Need be in enviroment, and that is hard in the round/turn 2.
The truth this legendary does not excite me. I think it needs to be modified
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cant play plants
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