Re: An idea of balancing between Plants' and Zombies' phases.
@Sir_Evistix wrote:
But plant is the one who always finish their card from their hand while zombie still has some card. So it better to make plant cost less sun to put.
i used to think the same thing but lately i've been building some cool plant decks that actually get the card advantage on the zombies. however you are right zombies have a lot more stuff to keep getting more cards such as kite fliers, cellphone zombie, and brains having 2 cards to that draw him or generate 3 cards.
zombies are thus a lot better at swarm tactics or RDW (red deck wins is a term from magic the gathering for quick swarm decks with a lot of direct damage spells) but their cards are very inefficient. sure they have some big cards and stuff but plant cards are so much more efficient. so plants are supposed to be played more on the control side where zombies can be played aggro all the way. and this is the main reason newer players, especially newer ccg players, tend to think that zombies are stronger but it is just that they are a lot easier.
control decks are super hard to play and a mistake in them usually means gg. like yesterday i was playing against a zombie player and could have destroyed a 3/3 he had on the board in lane 1, but i was at 9, so decided to just cast a 2/1 to block him and have lethal on the other lanes. so he used that card that bonus attacks 3 times and then 1 normal attack and killed me 🙂 but then again i am sure they feel the same way when they play the 9/9 that kills all the plants on their turn, and i answer with a cornicopia 🙂
point is try and read some stuff about control, aggro,, combo, and midrange decks. imo currently plant aggro is not really going work, so you are looking for mid-range and control decks when playing plants since they have better midrange creatures in 3-4-5 suns range which is how you design a midrange deck, and better removal, and very strong late game cards that are the basis of control decks.
if you wounder what control deck means it means you countrol their board with cards that are two or three for ones until you get to your finisher whom they can't deal with because you have more resources than they do.