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Tips for playing Combo:
Your #1 priority early game is to make sure that your opponent has at least a very difficult time 2-for-1ing your zombies and/or trading up. As such:
1) If you have a Teleportation Zombie in hand, play it first. Sometimes I even Teleport it in vrs. Spudow to avoid a Turn 2 Tater Toss.
2) The only Zombies I’ll play Turn 1 are Zombology Teacher and Genetic Experiment. Experiment, because it’s expendable and does enough face damage to justify the gambit. Teacher against opponents w/out damage-dealing superpowers and/or with another Teacher and Healthy Treat in hand. Note that although Zombie Middle Manager is expendable, it is not worth the superblock charging. Incidentally, if Teacher trades with Forget-Me-Nuts, I am OK with that.
3) If I don’t get Teleportation Zombie, I’ll usually wait until Turn 3 to drop, say, Paparazzi Zombie in Lane 4* and Teacher on Heights. Teacher is slightly more important, so it’s OK if P.Z. eats a Sun Strike. Though plant decks can easily remove both Zombies Turn 3, they can’t do it with a single card (minimum 2/2) and can’t easily trade up. If you wait until Turn 4, you have to start worrying about Sour Grapes vrs. Kaboom.
*This spacing is important because Shrinking Violet. Practice it until it is automatic.
4) Zombie Middle Manager is usually a card I throw in front of a plant. This is a good Lane 4 candidate; place it before you place P.Z. or Teacher. This gives your opponent less information about your deck, as P.Z. and Teacher could both theoretically be conjured by Z.M.M.
5) Don’t go crazy with Going Viral in the early game. Don’t play it on an empty board unless you desperately need the card draw, for instance.
6) Send back cards in the beginning until you have at least one Zombie, at least one trick, at least on source of card draw, and no more than 1 Healthy Treat or Going Viral. Beam Me Up doubles as a Zombie, and is sometimes my first play (over Teleportation Zombie v. Solar Heroes, as it is terrific against both Twin Sunflower and Solar Winds.
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