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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.
@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.
- 9 years ago
plus Zombies can remove it on-turn if they have enough spare brains. to Trigger the full combo pre combat phase you need (at bear minimum):
4 suns for Heartichoke
4 suns for Flytrap
1 suns for A healing source (the bigger the better)
very few hitpoints on your hero left. (the combo will also stop if you can´t be healed any further which seems to be ignored in this entire thread so far).especially the last aspect is not as easy to pull of as some people here seem to believe. loosing life in controllable chunks without dying to some random burst in the process is really finnicky when you consider: Going Viral, Manical Laughter, Trickers, Lurch for lunch, Valkyre and so on and so forth. You can obviously aim to play a dedicated deck around it but playing a deck that has no option to win except for a 9-12 sun combo seems really dumb
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