9 years ago
Plants be OP.
Plants seem to honestly be op.
i had 7 losses in a row because I get a bad luck of rolls. And the just buff the hell out of their mushrooms with team up or strike through or put a nutt in front of...
one of the biggest thing is newer players try to 4x every card they put in.....you don't have to do that, you want to do a little surface math/probability on some of the tech cards *unless the tech card is just too good like the squash.
That might be why I suck. I don't have more than 1-2 squash in any of my decks and most have none haha
@NotAGamer221 wrote:
That might be why I suck. I don't have more than 1-2 squash in any of my decks and most have none haha
haha yea, generally every deck needs some removal. there are a few cards that if you cannot remove they will win the game in 2-3 turns. there is also different between hard removal that just destroies a zombie (like squash) and early game/soft removal that generally does damage or is conditional (berry blast.) you should have both.
then there is mass removal and trick removal. plants are not that good at mass removal except corn dude (legendary) and cherry bomb (which you should craft, i saw you don't got any) trick removal is stuff like buffing a plant or bonus attacking with one so it can take out a bigger creature. however you cannot only have trick removal as that is susceptible to a trick from the zombie player (for instance buffing something a bunch and he just kills it with locus and stuff)
and lets not forget removal attach to creatures such as sour cherry, bluesberry, and chomper.
and then there are the different tempo removal like bounces, moving zombies out of the way, etc. but this is generally useful in tempo decks where you just want to be able to do 20 damage pretty fast before the other player gets their stuff together.
so any deck should have at least 10 or so from as many types as possible (except tempo removal as that is generally only useful in tempo decks)