Forum Discussion

Anonymous's avatar
Anonymous
9 years ago

Plants are definitely OP

I want to start this off saying I am not complaining and I genuinely want to learn so if there is something that I am missing then please educate me. I have been playing this game for awhile and made it to Ultimate League season 2 playing a combo of zombies and plants so have a pretty good feel for both sides.

With that being said it blows my mind that there aren't more people pointing out how overpowered plants are. I'm even more surprised to see the amount of posts and topic boards that say zombies are overpowered and the inherent advantages that they suggest zombies have. I have gravitated towards zombies as time went on because plant cards, strategies, and turn rotation give them the overwhelming advantage and honestly get boring. I feel like any decent player shouldn't lose as plants with all the new cards and buffs to old ones.

There are so many broken plant strategies but I have a hard time find any comparable zombie strategies for example:

Venus Flytraplanet + Heartichoke + any heal = The Infamous Cycle of Death to Health (mind you all this can be dropped with no chance to counter in one round)

Next let's talk about all the cheap (as in sun cost) cards for plants. Below are just a few of the 2 sun or less cards that have no comparable zombies and I'm not even going to go over ridiculous cards like Bananasarus Rex, Astro Vera, Wall-Nut Bowling, to name a few:

Galacta-Cactus = 1 Sun, 2/2, bullseye, and 1 DMG to everything when destroyed

Garlic = 1 Sun, 1/5, team up, move zombies to the left, destroys vampires

Jugger-Nut = 2 Sun, 2/2, armored 1, bullseye

Magic Beanstalk = 1 Sun, 4/4, draw a card when played

Astro-Shroom = 1 Sun, 1/1, bullseye, do 1 DMG each time a plant is played

High-Voltage Currant = 1 Sun, 1/1, get +1 when another berry does DMG, draw berry when played

Admiral Navy Bean = 1 Sun, 1/1, amphibious, team up, when another bean is played this does 2 DMG


No let's talk about mechanics. I keep reading that the fact that zombies go first and then get to play tricks somehow gives zombies an advantage. I couldn't disagree more. Zombies have to make a choice first. Then based on that choice plants get to react with a reasonable indication of what to expect from their opponent regarding tricks or plants can react to the zombie that was played by countering across from it or playing in a totally different lane. Plants have a pretty big advantage in getting to play their ticks and zombies together without a chance to counter by zombies.

That's just a little bit of my thoughts regarding the subject. I have a ton more to make my point especially the plant strategies but I got bored while writing this. I'll just leave it at this plants are definitely overpowered and zombies are for those who like a challenge.


32 Replies

  • Anonymous's avatar
    Anonymous
    8 years ago
    @daalnnii I definitely have not forgotten about laser base alpha, considering that I run a full set in every sneaky class heroes deck that I have. 100% it's the best way to deal with teamup plants... I just wish there was a zombie banana peel(move a plant and conjure ....something) for the 1 cost. Every time I see that damn admiral hiding behind a wall while he spits on me.

    I do think that the plants kinda got the shaft in the overall for environments, but that is not to say that there are some kicka$$ enviroments for the plants
    I think solar winds should be a 1sun enviro like black hole, but that's just me

    I just erased twenty minutes of my one finger typing comparing enviros, so I will say this in a sort of paraphrase...
    I think that zombies got advantage over plants for superrare enviros, but plants I won't say balance, but the uncommon enviros do strangely kinda make up for it.
    Some of the enviros are kinda theme specific( graveyard for one...and should cost 2, in all fairness imo) and some of them are in my decks specific to the neutron imp. I love my cheap enviros to give bonus attacks, but I can't say I have a use for them in any other way.
    Strangely enough for me to play Impfinity probably more than anything, I love sneaky class, but I don't really use gravestones. That's a personal choice though...after seeing the new sets and the gravestone removals, even though it will be a while till we have those cards, I guarantee you that you are going to see some people seriously complaining about how their decks are useless because of all the new gravestone removals(freezes, bounces, and busted)
    I don't have any mixed up gravediggers, so it isn't even worth my time to try to make a good gravestone deck...
    Apologies for my random thoughts and babbling...lets try to finish strong lol
    Really the plants have some good enviros, but they are high cost and I'm sure it's frustrating when you try a red plant it(+5/+5 for 5) and its countered with a black hole or w/e...but I have the same feeling of being helpless when the plant hero lays down mars flytraplanet and heartichoke.
    And in all honesty, I do think zombies got the better of the environments, but you can't deny that they both have some pretty good ones...even though I don't know why plants uncommon enviros seem like the better of the bunch(meaning in comparison to the other uncommon enviros...and in cost compared to plants superrare enviros)
  • Anonymous's avatar
    Anonymous
    8 years ago
    @jcalzadilla0 you are right about cornacopia that he fills all lanes, which is actually unfortunately just that..for the cost I think the second option you mentioned makes more sense if I read it correctly.
    For 10sun to "fill" all lanes should read spawns a random plant in every lane. Totally worth the 10cost to throw a 6/6 guy and 4randoms and if you have a couple plants out, well like you said, adding teamup plants in all lanes regardless would be nice.

About Plants vs. Zombies™ Franchise Discussion

Zombies trying to enter your house? Keep them in check and discuss the best gardening techniques on the community forum.27,701 PostsLatest Activity: 3 hours ago