The Ultimate Control Deck.
I reached the Ultimate League today. Unlike other decks I've seen, I made it without using an aggro deck.
I created (literally) the Ultimate Control Deck. (You know, since it achieved Ultimate and it is a control deck :V)
Here it is:
It may not look like much, but I can tell you it is WAY underestimated.
So, here is how it works:
This deck has only 1 rule, and it is:
-NEVER play something unless you HAVE to-
Because this is a DEFENSIVE deck you play things in order to RESPOND, not to aggro.
Now, I will briefly explain why I used this cards in my deck instead of others.
1.- The Black Hole is a cheap environment, allowing you to easily remove enemy environments (and sometimes ruin the Heartichoke-Flytrap combo >:3) . It also lowers the enemy plants attack, allowing you to survive other turns.
2.- The teleport allows you to instantly place a zombie infront of another plant, negating its damage. It also may be used as desperate card draw.
3.- Leprechaun Imps give you a pretty cheap card draw. It also serve as an early game card.
4.- Medulla Nebula gives you extra brains, so you can play more cards on the same turn.
5.- Space Cadet is a cheap card used mostly for the early game. You can use it as a shield on later turns against non-striketrhough attacks.
6.- Use Rocket Science on pretty insane plants.
7.- Shroom decks deserve Weed Spray. Enough said.
8.- Fun-Dead Raiser, because card draw is never unnecessary.
9.- Use Landscaper to reduce the attack of enemy plants.
10.- Every good control deck should have some healing. Unfortunately, Medic is all we have right now, so 4x of that.
11.- Triplication is a pretty good card, since it gives you 3 random zombies. Use them to protect yourself until more help arrives.
12.- Trickster to burst the enemy, or to kill an annoying plant.
So, how does this deck works?
I found out a pattern that almost all aggro plants follow.
1.- Get a big plant/lots of small plants. (Lily of the Valley or Shroom decks).
2.- Use damage to remove zombies trying to block the plant(s).
3.- Repeat process.
Plants are in a comfortable position because if you spent all your brains in the zombie phase, they know that you cannot use any tricks afterwards.
For example, you play a Medic on turn 4 to try to kill a Punish-Shroom or a Pineclone. The enemy heroe KNOWS you cannot do ANYTHING else, so it kills your Medic with a 1 or 2 cost trick (Berry Blast or Meteor Strike, for example) and use the remaining suns to play something else. Or they can just simply buff another plant. The cycle repeats until you can no longer keep up.
HOWEVER, they cannot remove a card you haven't played yet. You can summon a Space Cadet on the Trick Phase to block the damage without any trouble. And on the next turn you can teleport your Medic. You will draw a card, heal, and succesfully block a plant without it getting removed.
This deck makes the plant hero DOUBT their actions, because you will BARELY use any brains on the zombie phase.
Most of your turn will happen on the trick phase, where you will either draw cards, kill a plant, or teleport a zombie.
I've won many games where I just BARELY damaged my opponent.
On this game for example, I just did 2 damage to the Captain. However, on turn 10 he was already out of cards, while I had 8 cards in hand, and 3 zombies on the field.
He just conceded.
In other game, a player ragequitted because I killed all his plants with a Weed Spray.
This is the power of this deck.
Another interesting point here, is that because you BARELY play things on the zombie phase, you have an advantage against other control decks, like the freeze decks (They cannot freeze what you haven't played :P).
I never lost against other control decks. (Or at least I don't remember).
TIPS AND TRICKS:
1.- Try to place the Black Holes on the right lanes, near to the water. This may help you by moving plants away to give you lethal for your zombies on the left.
2.- The Black Hole helps you kill 3-attack plants using the Weed Spray (like Power Flower and Sportacus).
3.- If you teleport a Gravestone Zombie, it will not pop-up until the trick phase of the NEXT turn. Gravestones absorb all the damage until freed, so you can use it to block non-striketrhough attacks. (Take that, Bananasaurus).
4.- Medulla Nebula and Space Cadet is a 4 brain combo that gives you 3 brains back. You can use them to draw cards, teleport more zombies or remove plants with the Rocket or the Spray.
5.- NEVER use Rocket Science on a plant placed on heights if Lily of the Valley is still on play. Consider lowering its attack or blocking their attacks with a teleported Gravestone or a Space Cadet.
6.- If it was not obvious enough, use Landscaper to place a 3 or 4 attack plant in the range of Weed Spray. (You can even kill a 5 attack plant using a Landscaper AND a Black Hole).
7.- Because Triplication is an Imp-Garguantar Trick, you can get a Triplication from a Triplication. You can also conjure some removal, like Cakesplosion and Zombot's Wrath. If you are lucky enough, you can even get a Gargantuars' Feast or a Zombot 1000!!
8.- The first version of this deck had Copter Commando instead of the Tricksters. It works almost the same. (Almost the same stats for almost the same price). Use the Copters if you do not have Tricksters.
9.- I recomend to keep Leprechaun Imp and Space Cadet in your opening hand against really aggresive decks like Solar Flare, Spudow, NightCap and Capt. Combustible. (Basically shroom decks.)
10.- The Space Cadet is really strong against small plants that may become a treat later on, like Poison Mushroom, Wild Berry, Doubled Mint, etc.
If you have any comments, I will be glad to hear them.
You may also add me in the game, just search me as Ryuuga.