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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.
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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