Re: Thoughts on this deck?
@Dave058182 I'm truly not saying any of this to be rude. Not sure if you'd take it that way or not, but a lot of people take offense if you say something contrary to their thoughts, whether you're right or not. It just so happens, though, megagrow is my jam. I've used it almost exclusively every season to get to ultimate (except last season, I didn't make it past 46 due to heavy work load)
1) plant food is a four cost card, gives you 1/1 and a bonus attack. Amazing when played with repeat moss. You get 1/1 and two bonus attacks.
2) repeat moss... I think enough is said, but it should only be played on the turn if you have a Lily out. Other than that, save a super and play it turn 5. After that, this card can decimate with fertilize or two, because it's turn 6. Drawing cards or doing a berry blast... It's just an all around strong card, that can absolutely devastate if played patiently and strategically.
3) bananasaurus this card is the bonus attack bread and butter. If it isn't killed as soon as it's brought out, it can get out of control quickly. (unless you're baiting with it. yes, I bait with it; you should see my deck, bananasaurus is nice, but it's not my protected card generally). That said, it shouldn't be. Knowing when not to play is more important than most realize. I've had the setup of cpt cuke high lane, banana lane 2 followed by two party thymes. Devastating!
4) Cpt Combustible. If you want the strongest bonus attack deck you can have, here's your hero. I have played a repeat moss turn seven with blazing bark (+4/0) for a six hit, followed by embiggen (+2/2) for an 8 hit, followed by time to shine (bonus attack) for two more hits for 8. He almost feels unfair with repeat.
5) sweet potato. I cannot say this enough. It's a crazy strong 1 cost card. Played with Lily, it becomes a 1 cost (or technically 3 cost) 2/5. It moves a zombie of your choice to that Lane. Very important when playing against toxic waste imp. It's also team up, so it can be played in front of your bonus attack cards to protect them until they are strong enough to not need it, or from deadly attacks (barring deadly with strikethrough, or a deadly barrel of deadbeards) it's basically a 1 cost team up plant and trick at the same time. Played wisely and it mitigates the need for too many removal cards.
Anyways, I hope the insight helps. I find mega grow to be exceptionally strong against many decks. Control decks give me the most problems; because my plants need to be on the board to get stronger, and many require setup and synergy. Control makes it impossibly hard, especially pogo bouncer/Gravedigger decks. They are the bane of my existence. That said, depending on time of day, I range between 60 and 80% win rate.
The other great part is they have some great filler cards that cost 1 and truly seem like priorities when they're played, only for the opponent to realize they wasted the removal on cards that were used as bait.
1) plant food is a four cost card, gives you 1/1 and a bonus attack. Amazing when played with repeat moss. You get 1/1 and two bonus attacks.
2) repeat moss... I think enough is said, but it should only be played on the turn if you have a Lily out. Other than that, save a super and play it turn 5. After that, this card can decimate with fertilize or two, because it's turn 6. Drawing cards or doing a berry blast... It's just an all around strong card, that can absolutely devastate if played patiently and strategically.
3) bananasaurus this card is the bonus attack bread and butter. If it isn't killed as soon as it's brought out, it can get out of control quickly. (unless you're baiting with it. yes, I bait with it; you should see my deck, bananasaurus is nice, but it's not my protected card generally). That said, it shouldn't be. Knowing when not to play is more important than most realize. I've had the setup of cpt cuke high lane, banana lane 2 followed by two party thymes. Devastating!
4) Cpt Combustible. If you want the strongest bonus attack deck you can have, here's your hero. I have played a repeat moss turn seven with blazing bark (+4/0) for a six hit, followed by embiggen (+2/2) for an 8 hit, followed by time to shine (bonus attack) for two more hits for 8. He almost feels unfair with repeat.
5) sweet potato. I cannot say this enough. It's a crazy strong 1 cost card. Played with Lily, it becomes a 1 cost (or technically 3 cost) 2/5. It moves a zombie of your choice to that Lane. Very important when playing against toxic waste imp. It's also team up, so it can be played in front of your bonus attack cards to protect them until they are strong enough to not need it, or from deadly attacks (barring deadly with strikethrough, or a deadly barrel of deadbeards) it's basically a 1 cost team up plant and trick at the same time. Played wisely and it mitigates the need for too many removal cards.
Anyways, I hope the insight helps. I find mega grow to be exceptionally strong against many decks. Control decks give me the most problems; because my plants need to be on the board to get stronger, and many require setup and synergy. Control makes it impossibly hard, especially pogo bouncer/Gravedigger decks. They are the bane of my existence. That said, depending on time of day, I range between 60 and 80% win rate.
The other great part is they have some great filler cards that cost 1 and truly seem like priorities when they're played, only for the opponent to realize they wasted the removal on cards that were used as bait.