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I don't agree with most of the things you said, and let me explain it to you why.
-Brain Vendor: It is a terrible 3 cost card. Let's face it, the card only has value on the Medulla Nebulla or with Bad Moon Rising, otherwise it is pretty bad. I mean, you can have waay better cards at that cost, like a 4/4 Moonwalker or a 2/5 Wormhole Gatekeeper.
-Rolling Stone: It is fine at that cost. It can only be used on small plants as you said, but I only think it has value on the early game. I don't know what deck you are playing, but at least I only see 3 or 4 plants per match with an attack of 2 or less that can be killed with this card. Usually my opponent plays big plants pretty quickly.
-Weed Spray: It makes no sense. Why would the card only kill 1 and 2 cost cards? It is technically the only way to counter Mirror Nut decks.
-Area Spray? What is that card? Are you talking about Area 22, the environment?
-Laser Base Alpha: It is fine as it is. Environments can be easily overwritten with another environment. Or you can just use a trick to bounce/freeze/kill the zombie on the lane.
-Camel Crossing: Disagree as well. Maybe, maaaaaaaybe change its cost to 2, but definitely not 3.
-Escape through time: Agree on this one, but I don't think it is THAT necessary.
-Cone Zone: Same thing as in Laser Base Alpha.
-Final Mission: I actually like your secondary idea. It is kinda annoying that a 1 cost imp can do 4 damage face.
-Loose Cannon: Agree. It is technically a 3/1 zombie for 1 cost. Ridiculous.
-Zombie King: Meeeh... I haven't seen him much, even after the buff. I don't think it needs a nerf.
And finally, the environments being considered as tricks... I totally agree. It makes more sense this way.
- Anonymous8 years agoTrying to make an argument based on zombies having a trick phase after the plants turn is kinda ridiculous.
You do realize the turns go
Zombies cast creatures
Plants cast creatures and tricks/enviro
Zombies cast tricks/enviro
Fight!
So please fix this problem for us and tell us when zombies play tricks or are you trying to make a case for plants to counter again?
Also I didn't read your entire rant because the first comparison was so funny I can't not respond to it....
Camel crossing vs photosynthesyser...
I agree that camel crossing hits all zombies and photo only one plant but I can guaraneffintee that nobody's ever conjured a darkmatter dragonfruit or astrocado or Starfruit from camel crossing
If photo is such a lame card why is it in dang near ever guardian deck?
Instead of just trying to make it easier for plants, or maybe just easier for yourself and your cards on hand, why don't you switch it up and play with zombies and see what happens....you may realize that each trait has ridiculously powerful cards when played in the right setting.
You think that the grotto spewing little shrooms that spawn into pineclones and then to top it off then they drop molekale...
Im getting carried away with this. The point is both plants and zombies have powerful cards and when played right or if the opposition can't deal with it they can quickly become overwhelmed- Anonymous8 years agoWhy are you explaining the mechanics to me? lol obviously i know im not making a case of when zombies should play trick but rather environments because they arent considered tricks. And maybe i did nerf to many zombie cards check out my new list and lmk what you think.
Ps - i have used a zombie deck and i have won with just a mashed up zombie deck as much as a good strategized plant deck. I didntt make these ideas as a way to get the upper hand but rather of the situations i have played and seen
Pps - i bet you use that superbrainz deck smh i hate that * guy he's overused asf- 8 years ago
I really don't agree with nothing, sorry...
I will give my opinion to support me:
About the environment and phases: Is clear (at least I believe), that the environments of the plants are too much better, I regret that even many were on the side of plants, have something like '' Pair Paradise '' on the side of the Zombies It would have been great... force field, the red plant it gives an excessive improvement compared to Meteor Z... Most environments of zombies are really cheap, and I think they are so to counteract the powerful environments of plants. To be honest, the only environment i can see that everyone likes is the nebula. Total eclipse It's boring and others well... fine but, is not like the env. of plants.
About the rest:
-Brain Vendor: is only a 2/1 zombie free... I have placed many on my deck, and they often annoy, are useful with nebulla, but I've actually seen better things.
-Rolling Stone: Is the way to fight ''Black Eyed Pea'' card of plants, because the others tricks increase the BEP strength... if you modify this, you'll put the zombies in a big trouble.
-Weed Spray:: ._.' This trick is risky, cost 3, And whenever I see in the turn 3 the zombies don't play zombies, It's obvious what's going to happen, you should not play plants, I always manage to avoid this trick, It's not powerful for me.
-Laser Base Alpha: When I first saw this, i get scared, but them... It's not the big thing actually, i insist, the plants env. are better.
-Camel Crossing: A normal hearty trick, Is the special of this class... i mean, you have to see how you defeat this, come on, this trick is old not the end of the world, and can't conjure any card...
Escape through time: Oh man this trick makes me play as a zombie, is really good, why do you want to change everything in this game? -.- Can cost 2 but under protest!
-Cone Zone: I don't get it, you want to change all tricks and env of hearty class? o.O! It is as if I were suggesting to eradicate most of the'beans ability of the smarty class... I think you can improve your strategy to fight against this particular class ''Hearty''.
-Final Mission: A strategy card, you loose a zombie, We don't always have useless zombies, back-up dancers is the most better option. I really don't see how terrible is.
-Loose Cannon: Mmmm , @Azombioso I have always been very in agreement with your participations, but in this case, i don't get it. A zombie 3/1 with 1 cost... are 4 points with 1 cost... well we have Dog walker 2/2 with 1 cost (4 points too) and have hunt. Cheese Cutter have 2/2 and can conjure a card! and that card cost 1 less... Cat lady... have great ability and only cost 1. Disco naut... Planetary Gladiator practically blocks all attacks in the early rounds. Ducky tube zombie , how annoying is... is better than Swashbuckler Zombie (cost 2!), and even can put on the water that ducky zombie (really annoying with the plants class without any amphibious) , Loose cannon Only secures 2 damage. Tennis Champ is worst i think, do 4 damage if you don't block. And a lot of zombies... xD
-Zombie King: This is a legendary, they are usually so out of control.
''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.''
OK Spyris is the only plant who can do that, but i think that creators don't want this ability, because it is the ideal of gravestones, if you have a lot of plants who can see the gravestone, all the zombies gravestone will start to be something stupid under that gravestone...
- Anonymous8 years agoMmm i see your point on alot of these cards maybe i did nerf alot of em too much. however the environments do need to be a bit nerfed due to the fact that they are a guaranteed use. Unlike in plants where you place an environment and it can be taken away next turn by an zombie environment. weed spray i didnt see it like that but your right i guess its just annoying the fact that one cards can take away all early round plants. maybe instead of some of cards i mention earlier they should do this
Brain vendor -> increase health by one decrease effect by one
Escape through time -> definitely needs a nerf its a one cost protection and conjures a card
Loose cannon -> increase cost or decrease overshoot effect
Camel crossing -> 2 i meant to write two earlier i didnt see i wrote 3
Final mission -> the secondary effect i mention
Area 22 - should stay as is
Laser base alpha -> increase by one atleast its a stronger version of area 22 because it clears the lane and atks directly guaranteed
*enviroments should be played during zombie spawn phase and give em a trick card like "wasteland" destroy environment in this lane or neglect plant environment effects for this turn.
Lmk what you think
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