Forum Discussion
You could have used Undying Pharoah.
- 9 years ago
Yes, at some points this combo can be VERY broken, but usually, if you have a block meter ready. It will absorb basically all the loops after it is triggered. There aren't a lot of good counters to Heartichoke, you may say, but I think cakesplosion is pretty popular. In addition, deadly zombies are great. Playing an environment on top of the Venusflytraplanet also helps. As for superpowers that can heal plants, that may be problematic...., but you must always remember that your block meter could save you from certain heals like a (4 heal), if you know what I mean.
- 9 years ago
Apart from the fact that it's possible to trigger this combo in the Plant phase, my complaint is that overlaying environments is the only real answer, since zombies being present doesn't block it and destroying/bouncing the plant only lasts until they get another copy of it in their hand. The issue with that, then, is that environments are relatively uncommon. As a newer player, some of my heroes only have two environments total until I can craft some more.
On the one hand, I do understand that people who have been playing longer and have more cards should have some advantage. On the other hand, an advantage whose counter you may not even have access to is simply too much. Even the biggest legendary plants and zombies can, at least in theory, be taken down if you can throw enough at them. With environments, if you don't have any in your deck or you've already used up the ones you have, you have no choice but to just live with it and hope it doesn't help your opponent too much.
I'm sure this will get better as the card pool expands and environments and anti-environment cards become more common, but for now, combos like this just exacerbate the issue of environments in general.
- Anonymous9 years ago
@jj48car wrote:Apart from the fact that it's possible to trigger this combo in the Plant phase, my complaint is that overlaying environments is the only real answer, since zombies being present doesn't block it and destroying/bouncing the plant only lasts until they get another copy of it in their hand. The issue with that, then, is that environments are relatively uncommon. As a newer player, some of my heroes only have two environments total until I can craft some more.
On the one hand, I do understand that people who have been playing longer and have more cards should have some advantage. On the other hand, an advantage whose counter you may not even have access to is simply too much. Even the biggest legendary plants and zombies can, at least in theory, be taken down if you can throw enough at them. With environments, if you don't have any in your deck or you've already used up the ones you have, you have no choice but to just live with it and hope it doesn't help your opponent too much.
I'm sure this will get better as the card pool expands and environments and anti-environment cards become more common, but for now, combos like this just exacerbate the issue of environments in general.
I agree that using another environment is the easiest way to deal with environments like Flytrap.
By design, every hero has two different common environments that can be crafted very cheaply.
So anyone can have up to 8 environments in each deck if needed.
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