Forum Discussion
8 years ago
The only thing I really agree with is that Lane effect cards should be considered tricks. That way zombies can make them harder to put out by way of def end, and plants like sportacus and black eyed bean can react and make zombies think twice.
The rest of the cards can seen strong if you don't have a counter, but every single hero has cards that can be exceptionally strong given the right situation, or against decks that haven't built in a counter.
The rest of the cards can seen strong if you don't have a counter, but every single hero has cards that can be exceptionally strong given the right situation, or against decks that haven't built in a counter.
Anonymous
8 years agoThats true but i insist on these changes only because plants dont have the type of tricks that zombies do, especially when they have a whole phase dedicated to it before the fight begins. If a plant uses a trick it can be counter by zombies during this phase. also the power these trick have are unfair for example:
Camel crossing costs one energy and increases all zombies health by two. The best plants have is photosynthesizer and this increases only one plant.
Brainy zombies have cards like the gentleman zombie, cryo zombie and medula nebulla which can tremendously help the amount of energy they gain to already use these tricks and the fact that they get such low costing heavy hitting tricks makes it unfair. Especially when solar plants only have sunflower plants that increase the amount of sun this is at the start of the next turn and not permanently or the same round. Maybe if they add a card that increase sun permanently by one and not just the hero card or if sunflowers gain one sun that can be carried over the next round then it would be a bit fair. I mean even gravestones give zombies a big advantage because plants wont be able to figure out a strategy to counter a zombie until the next round and by then it might be to late. There is only one plant that reveals whats in a gravestone and another that destroys them but alot more zombies have the gravestone effect and not to mention these zombies have a secondary effect. A good way to counter this would be to give more different type of plants the team up effect. Maybe not the heavy hitters but plants like pea shooters or mushrooms and nuts with weak atk or defense. Also if there is a team up plant they both dont attack at the same time but rather one after the other. But again these are just my opinions but i think they are rather valid.
Camel crossing costs one energy and increases all zombies health by two. The best plants have is photosynthesizer and this increases only one plant.
Brainy zombies have cards like the gentleman zombie, cryo zombie and medula nebulla which can tremendously help the amount of energy they gain to already use these tricks and the fact that they get such low costing heavy hitting tricks makes it unfair. Especially when solar plants only have sunflower plants that increase the amount of sun this is at the start of the next turn and not permanently or the same round. Maybe if they add a card that increase sun permanently by one and not just the hero card or if sunflowers gain one sun that can be carried over the next round then it would be a bit fair. I mean even gravestones give zombies a big advantage because plants wont be able to figure out a strategy to counter a zombie until the next round and by then it might be to late. There is only one plant that reveals whats in a gravestone and another that destroys them but alot more zombies have the gravestone effect and not to mention these zombies have a secondary effect. A good way to counter this would be to give more different type of plants the team up effect. Maybe not the heavy hitters but plants like pea shooters or mushrooms and nuts with weak atk or defense. Also if there is a team up plant they both dont attack at the same time but rather one after the other. But again these are just my opinions but i think they are rather valid.
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