Board Thread:Weekly discussions/@comment-25648422-20170910101225/@comment-27385163-20170910191944

QlnwtheOctoGuy wrote: . OMG WHY DID PIRATE HAS TOO MUCH OP LEGENDARIES!?!? Back to the serious. First, he can be ramped to be playable in turn 3 as Huge Gigantacus, therefore the Plant Hero can't shut down them (Wall-Knight included). Also, I have to mention that start form Galactic Gardens, pirate trible has too much power now, therefore the chance this guy makes game-breaking cards is too high that even Set 3 doesn't stop it. Even being played at turn 8, it's still hell. It's not easy to stop an army of a 6/6 and 2 possibility OP cards. I would like to see PopCap revert its old ability, making this guy less being a thing. uhhh

for one, medulla costs 3, so i can only imagine this being ramped out to on something like turn 4 or 5.

and second, removal is really popular in the game so guardian and wall-knight can definitely. i don't know what universe you come from where you think plankwalker is broken, but wall-knight can't defeat him. what is this version of pvz heroes you're playing, i want to play it because no one has told me that wall-knight doesn't have shamrocket.

and the pirate tribe is not "too powerful now". it's more of a mixed bag of assorted goodies and not-so-goodies. calling it gamebreaking is such a joke. "2 possibly op cards". yeah swashbuckler and swabbies, so op, going to kill my smashing pumpkins that i stopped running when i hit bronze league.

its old ability was...not very good. a 9 drop 5/3 that deploys swabbies in every lane and gives them +2/+2 is really questionable for a legendary.

you should really play the game more and get to somewhere like diamond, because wood leaguers are plaguing this thread with probably the most rediculous things i've ever heard.