Tweeks to Underpowered Hero Legendary Tricks?
Hey there gang, I'm a pretty new player but have already played far too many hours. I've played basically every TCG under the sun but am currently having a blast with the game.
However I notice that a lot of powers (the "Legendary Superpower Tricks" unique to that Hero), aka, that Heroes signature move, seem very lack luster, especially when compared to other ones. Now granted, not all these heroes may be viewed as "Underpowered" (for example I know that Chompzilla is very popular due to his class typings), but I'd still like to suggest a few improvements to bump them up the Tier list. So in order;
Wall-Knight: "Uncrackable - Your Hero can't be hurt this turn. Draw a card."
This to me seems like one of the worst Plant powers in the game honestly. Typically your board should consist of plants, enough so to block 2-3 lanes at the very least. If not then it's likely that your in a position where you have already lost. So this hero power does NOTHING but delay that for 1 turn. A good contrast to this is Citron, his Peel Shield protects all of your Plants, meaning you "block" damage like Uncrackable, but it also helps maintain your board presence, which really is one of the most important things in the game. Honestly "Nut Signal" seems a far more powerful tool.
Now this is a difficult power to change, I honestly think right now it's a very weak card as it can't be played whilst you are ahead, but isn't enough to come back from a defeat. So really it feels very useless beyond delaying a turn. Going by his visual/themes as well as Classes he's in, My suggestion to improve the ability would be;
* Your Hero can't be hurt this turn. All your Plants get +1HP. Draw a card. (Granting your Plants a small amount of extra defense, giving you atleast some board advantage).
* Your opponent skips their next Trick phase. Draw a card. (Imagine it as some form of "Spell Block". When used well it could be a very powerful tool).
* Your Hero can't be hurt this turn. When attacked, Do 1 damage to a that Zombie. (Think of it as a Thorn Shield, attackers take damage back. When compared to other board damaging powers like Grass Knuckles Power Pummel it seems like a very fair power, probably my favorite of the suggested).
* Your Hero gains Armored 1 for the rest of the game. Draw a card. (This would not be stacking, you can only have 1 armor at most, but would be great at reducing damage over time, very similar to the card Soul Patch).
Chompzilla: "Devour - Destroy a Zombie with the lowest Health."
Now I know Chompzilla is a very popular hero and some don't consider him low tier, but I honestly feel that's because of his great Class combination, not his actual abilities. His Legendary Trick is honestly very lack luster to me. Destroying the lowest HP hero is typically just killing off a 1hp zombie, certainly nothing to praise. That or it is killing off an already damaged Zombie. So over all this feels like a much worse Evaporate to me. Something I am very surprised about is that the ability doesn't heal Chompzilla at all, being "Devour" you'd think he would gain health from eating a Zombie. Just over all feels like a very weak Hero Power. So my suggestions to improve it would be;
* Destroy a Zombie with the lowest Health. Gain HP equal to it's HP. (Since you are eating a Zombie you'd think you'd get nice and filled up)
* Destroy a Zombie with the lowest Health. Gain HP equal to it's Attack. (A good way to punish high attack, low hp minions, also encourages you to target damaged Zombies).
* Destroy a Zombie with the lowest Health. A random Plant gains +1/+1. (After eating the Zombie, you turn it into compost/share the nutrients with a fellow Plant).
Nightcap: "Mush-Boom - Make a 1/1 Poison Mushroom with Anti-Hero 2. Do 2 damage to a Zombie there."
Now I may be very wrong here, but I consider this one of the weakest powers in the game. Many other Heroes get 1cost, deal 3 damage spells. But this falls into a weird spot where, the damage doesn't seem high enough to kill all but early game Zombies, and the minion it summons just doesn't seem good enough. It encourages you to make use of the Anti-Hero the Mushroom has, but I often find myself casting it on empty lanes meaning I may as well just run a Poison Mushroom. My suggestions would be;
* Make a 1/1 Poison Mushroom with Anti-Hero 2. Do 2 damage to in this Lane. (Now notice the wording here, deal 2 damage to that Lane. I have noticed Heroes such as Grass Knuckles and Z-Mech all deal damage to the lane. Meaning if there is no Minion there to block, it deals the damage to the Hero. So both Missile Madness and Power Pummel can in theory deal 6 damage to face. I really appreciate this idea as it would up Nightcap into a high aggro hero with minor board control. Still not as powerful as Grass Knuckles, nor as straight up damaging as Green Shadows Precision Blast, but would greatly help the utility of this card, offering both board damage or burst.
Witch's Familiar: Just to quickly say, I think her Hero Power is perfectly fine as it is... However I do have 1 huge issue with it.
Why on earth is her bat 3 brains if it get's bounced back into your hand?! Blimy! That's expensive! Why not 1 mana like her spell, or at the very least 2... but 3 brains for a 2/1? Ouch! For 3 Brains I'd expect to be able to cast it during the trick phase again haha!
Every other unique Hero Trick has it's place and are useful in their own ways. But these are just a few ideas/issues I had with the current Powers that I felt were a little underwhelming 🙂
Are there any other Heroes who's powers you feel are below average that you'd like to see buffed? Comment below! I'd love to hear what you think and brainstorm some suggestions! 🙂