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- Pros: 1) Really rather unique battle style with the plants/zombies split. I’ve been playing Magic for a decade + now (I’m not going to say exactly how long, that could be embarrassing...) but keep returning to this game because it is so different/refreshing. Conceptually I love the “conjure” ability that gives access to cards outside your class (and similar aspects that both randomize the game and make it impossible to replicate with physical cards). Some of the mechanics take some getting used to (i.e., “untrickable” cards are not exactly “shroud” and not exactly “hexproof”... you can target them with tricks, your opponent can target them with abilities), but you learn to love the quirks, because that’s what make the game interesting.
2) The Good Guy / Bad Guy dynamic is probably this game’s heart and soul. Since I was little/little I’ve loved the “villain” songs in Disney movies for their low-octave minor chords, even if I did not identify with the villains. It’s fun to play “bad.” But I feel like a lot of games make you pick a side/team when you join. In this game you can pass freely back and forth, and that makes it really cool.
I have more #s for my *, but they are also much more petty. Obviously, I wouldn’t play the game if I didn’t like it.
1) Conditional Cards. I don’t like them. It’s a pet peeve. Therefore, I don’t like that the game forces you to play them if you want access to certain characters. The most irksome example for me is Cut Down to Size, which can be either the best possible draw in the game or completely useless all game long, depending on situation. “Cut” alone actively forced me away from Super Brainy and makes me dislike Rustbolt when I draw it. I think it would be cool if we could pick four superpowers out of a pool of five or “shuffle” one back at the start of the game if we did not like it (like we can do with other cards). This would preserve the random aspect of superpowers, I believe, but also give us either some customizability and/or chance to make a strategy decision.
2) type-dependent cards. i.e., “sports evolution.” I don’t like being driven to play one type of plant/zombie. I would prefer more more general-purpose cards (both sides) that I could feel smarter about finding ways of putting together. This is a similar qualm to “conditional cards.”
3) As stated again and again here, being able to replay missions would be awesome. The final Citron Mission (for the zombie side) in particular I don’t like b/c it takes waaay too long for the game to load and for the AI to think. I think. I’d much rather custom-pick earlier missions.
4) I wish there were some form of optional discard. It’s frustrating when you have a fistful of plants or zombies with no lanes available, but can’t draw new cards b/c your hand is full. Or maybe you want that Birds of Paradise conjure but your hand has no room for it. If you could choose to discard a card every turn (or not to), that would improve your options and I think be a net positive for the game. - Anonymous8 years agoI agree with you that a discard of some sort is needed, even if you lose that turn still, but if you can't play and cant draw, all that's left is to wait for the opposition to take their time and play a dozen cards per turn...
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