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Anonymous's avatar
Anonymous
9 years ago

Re: Zombies are not Balanced

You think Pepper MD is better than bananasaurus and double mint?? I can tell you right now that 4 times out of 5 I would rather have someone drop the MD rather than one of the two legendaries. Unless you are late game, drop an MD and heal 3 times in one turn, it just doesn't represent the same threat level AT ALL.

MD needs other cards to synergise with it to be great. Bananasaurus and double mint become better each turn ON THEIR OWN. That is infinitely better value.

I agree that Zombie have amazing legendaries. I wouldn't say that Trickster is the best card in the game. You have to build a trick-heavy deck around it. Something like Zombot 1000 is just great on it's own, no need for extra setup. Some people argue that it's too strong even, but it needs to exist to counter (in a way) Cornucopia. 

Speaking of Cornucopia, that another great plant legend. Basically a "you need multiple answers now or you lose the game" card, in most situation. 

Soul Patch is an insane control card and one of my favorite legendaries in the game. It will always gain you value unless hard removed on the spot. 

Wall-nut Bowling as won me more games than any other legendary cards. 

Winter Melon is good but need the right deck/setup.

Dandy lion king is insane in the right decks too.

My point? Both plants and zombies have legendary cards that rank from bonkers to great in the right decks.

and again, I've played over 3000 matches of this game and I still feel like the game is well balanced. Maybe not PERFECTLY balanced, but well enough.

2 Replies

  • Anonymous's avatar
    Anonymous
    9 years ago

    I did NOT say peper MD is better. The point is, this is the tier where the cards need set up to become effective, it doesn't have enough immediately value to be in the "this card is strong" tier for me. I use it to compare to cards like the great zucchini, which when played, you can reap rewards immediately. Over time, the card will gain a lot of value, never denied that, but having immediate value outweighs over time value, that's the entire point. Also, Pepper MD is a really strong because it is at worst 2 for 2/2, which is an average 2 sun body. The cost is also important in considering a card. You make it sound like the healing is useless, and the sole purpose is to make Pepper MD stornger. The fact is that the healing allow your other plants to make favorite trades, while boosting a 2 sun (again, this card costs 2 suns!!!) up to 4/4, or 6/6. 

    The biggest misunderstanding of my post by you seems to be the difference between a card being overall strong, and a card effect being strong.

    Overall strength:

    I take into account GAME META, GAME SPEED, REWARD OF PLAYING CARD. All the legendary cards have SUPER strong effects, but due to other facts, a lot of legends are "weak", and hard to play. Example

    1. Bowling. I use this because it is a 10 sun card. In a CCG that needs to deal big damage fast (before your opponent gets too many superpowers), the game is usually decided around 6 or 7 suns, so a 10 sun card will be really hard to play in this meta. The effect is definitely insane, creates 3 nuts, and 6 damage in 3 lanes? That's worth 12 suns at least.

    2. bananasaurus - the issue I have here is that zombies play tricks after plants. which means you have to be really careful playing this card, or else it can be eliminated right off the board, Even if it doesn't, you gain steady rewards each turn. I can make this comparison to threeheaded chomper, which it not eliminated by a zombie trick, immediately allow the plant player to reap HUGE rewards. 

    The main point of the post is also you don't need legendary cards to be competitive. I beat plenty of players with rare or below

  • Anonymous's avatar
    Anonymous
    9 years ago

    I agree with you on a few points but before we get there, I don't think we can say that this game currently has a "meta". The game has been out worldwide only a couple of weeks now and I see way too many different types of decks to say that they are 3-4 "main ones" on each side. A meta usually allows you to anticipate to a certain degree what the opponent will play given which heroes they have, and while you can do that to a certain degree, it's mainly due to the limited options each deck has as opposed to an actual Meta. It takes a lot of really good players to break down a game like this and create a meta, which this game hasn't seen surface yet. That's my opinion of course. Though I can't wait for this to happen as I'm craving more serious competition.

    Now, I 100% agree with you that you don't need Legendary cards to be competitive. Been there done that much like you, so on that we agree. I'm sure we also agree that Legendary cards make decks often better, but that's besides the main point.

    In terms of specific legendaries, we could try and rank each one from best to worst (This actually sounds fun! I'd actually love to do this and chat with you and others about our own order), but right now, I want to say that I get what you mean by the difference between a card being overall strong, and a card effect being strong. I'm just not sure we'd agree on which is which.

    Zombot 1000 or Cornucopia are, in my opinion, overall strong. They do boast a powerful "effect", but you are sure to get value when you play them because of their "enter the field" effects. (More for Timmy-types of players)

    bananasaurus and Undying pharaoh aren't going to dominate the field as they are played, but left uncheck can swing the game in a major way. 

    Then there are the weird legendaries like Barrel of deadbeards Winter melon that require a bit more setup to shine and will appeal a bit more to a creative type of player. (More for Johnny-types of players)

    Cheers!

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