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I think together we've kind of made the point that while some powers seem stronger than others, it ali depends on how you play them. I.e. ccs +4 damage card. Really nothing special... unless you use it in a repeat deck, then it goes from decent enough to strong
While Solar's deal 2, get sun is powerful, you only have a 25% chance to get it in the opener. Its power goes down real fast as the game progresses. Absolutely devastating (worthy of conceding) when killing zombie's one drop. Meh after 3rd-4th turn which balances it.
I could agree with Chompzilla's signature move being vampiric, target the lowest health, heal as much as was the health of devoured creature. Sounds very fair.
Wall-Nut's signature move - in most cases - becomes a simple cantrip, maybe saving a life or two. Nothing to write home about and could certainly use little tweaking.
I wouldn't mind Brain Freeze's signature move to work on all lanes, not just ground, as it has no synergy like plants have and could be comparable to Citron's (without drawing a card).
- 9 years agoVery true about solar, queegon. Early on, monstrous, late game... Pretty meh. They were all pretty decent points.
Again, i think we all agree, though, that their power is both situational and dependent on the deck you're running.
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