User blog:TomFOolery2/The Best Plant Cards Of Each Class & Set :DD

Alright so these are the the 5 best plant cards from each set. One a class. :D (In my opinion)

Set 1 (Premium)
This set was the first in the game. It was admitably not the best, especially by todays standards, but it was all we had.

Guardian: Jugger-Nut
It's a 2/2 with Armored 1 and Bullseye that cost 2. It's  good defense and offense, rolled into one plants for the cost of 2. Now doesn't that just sound nice?

Kabloom: Shroom for Two
Ok so hear me out. I get it. You're problably screaming about how Pineclone should have been here. I thought about it, and decided that this was cooler to me. Besides, Pineclone can't work nearly as well without this. This card makes 2 mushrooms that are both 1/1s for the cost of 1. It's cool. :D

Mega-Grow: Black-Eyed Pea
It's a 2/3 pea that cost 2, already good, that gets +1/1 everytime a zombie trick is played. With the zombie meta for set 1 mainly being consistant of trick decks, this was the best and only answer earlier in time.

Smarty: Admiral Navy Bean
Alright, it doesn't take much to admit that Smarty wasn't so good back in set 1. The only thing smarty had were freeze decks and bean decks, and this card made bean decks much better. This is a 1/1 1 costing bean with amphibious and team-up, already very good, that deals 2 damage to the zombie hero everytime a bean is played. Beans aren't known for high cost, so spaming beans with this on the board was the key for bean decks being good.

Solar: Power Flower
This is my favorite set 1 card hands down. It's a 3/5 with strikethrough that cost 5 and heals you for 1 at the start of each turn for each flower on the board. If you're not running a flower deck, you still get the heal. If you don't care for the heal then you have a tanky 5 drop that deals good strikethrough damage. What's there not to love?

Set 2 (Galactic)
I don't know about you, but I think it was safe to say that this was the most hyped thing in this game to date. We had found out about some of these space themed cards 6 months before they came out, and only more were added within that time. This set had turned solar from meh to amazing, and turned Wall Knight from good to god with the Heal decks.

Guardian: Spikeweed Sector
This is a 2 costing enviornment that deals 2 damage to zombies here before combat. Admitibly, this was not my first choice, or my second. My first was Strach Lord, becuase it basically makes you draw another card at the start of the turn and can give that card and other roots +1/1. My second was Galacta Cactus, which is a 2/2 1 costing card with Bullseye that deals 1 damage to everything when it's killed. However, this enviornment make the cut because of how  it can be thrown in any deck and just be good in it. Starch Lord and Galactacactus didn't because of down sides. Starch Lord is only good in root decks, and Galacta-I-don't-wanna-type-all-that-out-again can be your downfall due to hurting you when it's killed. Spikeweed Sector can just be thrown in any deck and be good. It's all around good.

Kabloom: Astro-Shroom
Kabloom... Kabloom... what happened for Kabloom this time around? Set 2 didn't bring much to the table for Kabloom. So, this wasn't a hard choice. Astro-Shroom is a 1/1 with bullseye and cost one that deals 1 damage to the zombie hero everytime you play a plant. This only made shroom decks better, as just spaming Shroom for Two, just cheep mushrooms in general, can become a lot of damage quickly. It's a bit underated to me, though.

Mega-Grow: Sweet Pea
This is a 2/3 pea plant that cost 2 (much like Black-Eyed Pea right off the bat) that makes a zombie move to the lane that this is played in. Now, you may be wondering "Why is this card on here? Sure, it's fine, but I don't know why it's the best." Well, it's the best because I believe that this card had a hand in killing Imp decks. Back in set 1, a popular deck for zombies was an Imp deck, driven by Toxic Waste Imp, a 2/2 amphibious Imp that makes all Imps deadly that also cost 2. There was no good way to kill this thing quickly, giving your opponent time to build up an Imp wall that can kill any plant it touches. Sweet Pea is able to drag it out of the water, and kill it before that could happen. That's pretty good, now is it?

Smarty: Planet of the Grapes
This is a 2 costing enviornment that draws a card for you every time a plant on it hits the plant hero. Now, just think for a moment. Astro-Shroom or Admiral Navy Bean + This = lots and lots of cards. Need I say more?

Solar: Venus Flytraplanet
Oh boy, this card. This card was the key for so, so, so many amazing healing combos. The Heartichoke combo, for example. However, this card was better as it could be used for so much more. It's a 4 costing enviornment that heals you when a plant there does damage by that much damage dealt, and recently nerfed to if it survives. However, when it wasn't nerfed, this was a huge powerhouse. You already know why this was amazing. However, this recent nerf made it not as good, but still cool.

Set 3 (Colossal)
Cards for this set were discovered very soon after set 2's release. We learned of what some of these cards did, and the evolution ability. And when this set was realeased... oh boy did the zombies get some fun toys. But were not talking about the zombies, now are we? :D

Guardian: Three-Nut
This was a 3/1, now 3/2 card that cost 3 and made any plant played have 3 attack. This is a really fun card. Think about it: 3/6 wall-nuts with team-up. 3/2 Jugger Nuts. Oh, it's just all amazing!

Kabloom: Puff-Shroom
Ok ok ok ok. Hear me out. This is a 0 costing mushroom with team-up and is a 1/1. Evoulution bait. Fusion bait. Astro Shroom. Protection. Right? :)

Mega-Grow: Split Pea
Alright. This isn't the best well recived card. However, I think it's real good. It cost 2, is a pea, is a 4/1, and deals 1 damage to you before combat. It's a great agro card, and it can charge your block meter for you. I love it!

Smarty: Lima-Pleurodon
Remember Planet of the Grapes? This made it 10 times better. This is a 2/2 1 costing bean with amphibious and shuffles a Magic Beanstalk into your deck everytime you draw a card. An army of Magic Beans is waiting for you because of this card.

Solar: Kernel-Pult
Solar didn't get a lot this time around. However, this was the best out the bunch. This is a 1/1 that cost 1 with team-up that gives a zombie -1/1 when it's played on heights. It's good early removal in my eyes, and can protect other cards. It's all aorund good.

Set 4 (Triassic)
This is the most recent set. Cards for this set were discovered before set 3 was even released! The plants have been given good cards this time around.

Guardian: Primal Wall-Nut
This is a 0/9 untrickable nut that cost 3 and has team-up, and can conjure a 4 costing card or higher when it's played. It's simply a good wall that can get you cards, and is a wonder with the mega-grow class or Three-Nut. Simple enough.

Kabloom: Veloci-Radish Hunter
Now, I'm going to admit that I haven't had much play time with this. However, the time i have had with it was good. Again, this and Planet of the Grapes is great. This is a 1/3 3 costing root card that makes a copy of this here, and gets +1/0 every time you draw a card. Obviously, this can become a powerhouse.

Mega-Grow: Apotatosaurus
This is a 5/5 untricable 6 costing card that gets +1/1 everytime you draw a card, and when it's played you conjure a root, making it a 6/6 untrickable. Need I say more? The only way to efficently kill is to use deadly zombies on it, and there aren't not many of those, and this can deal massive damage quickly!

Smarty: Rotobaga
This, like Split Pea, isn't the most loved. It's a 2 costing 2/1 root card with amphibious that attacks both lanes next door oppose to the lane it's in. To me, it's a great control and agro card, due to how it can deal lots of damage quickly, and kill something before that something can attack. It's great!

Solar: Sun Strike
This is a 4 costing trick that gives all plants strikethrough for a turn and conjures you a trick. It's an obviously powerful finisher for any deck! It's power is imense! I don't think I need to say a thing more on this, because it's just obviously powerful.

That's it, the end ::DDD