User blog:GamerNerd i/GamerNerd i Reviews: Galactic Gardens (PvZH Set 2)

Welcome to the card ratings! Here, I take a look at cards as early as I can (or as early as I can write these) and rate the based on how I think they'll change/be used in the meta. This is based on one of my favorite strategy Youtubers, Trump. And, yeah, last time he REALLY screwed up, but I don't intend to be that way. But if I do, then go ahead and roast me.

Here's the rundown: I give each card a rating varying from 1 and 5 stars based on how I foresee its usage. These ratings come as follows, and again, I got these from the TrumpSC above:


 * 1 star - won't be played... for now (*)
 * 2 stars - will see a little bit of play (**)
 * 3 stars - Will see minor play; weaker card in an average deck, or just a card in a meh deck (***)
 * 4 stars - Will see average play; strong card in average decks, or weaker/average card in the stronger decks (****)
 * 5 stars - will see play almost everywhere it is applicable; strong card in strong deck, or generally universal (*****)

Ready? Here we go!

Environments
The stars (and planets) of this Set, these are arguably the biggest addition to the game. Most definitely a game-changer... Usually.

Spikeweed Sector: *****
I can't tell you how many times one damage would have won me the game. So doing two damage each turn, right before combat, sounds pretty good to me.

Let me reiterate that this is before combat, specifically. After tricks, and before combat. It effectively weakens any Brainy cheat cards such as Teleport, Beam Me Up, or Summoning. In addition, it affects Gravestones (excluding Trash Can Zombie and similar cards). Is it enough to kill? Usually not, but it might. Sneaky Imp and Swashbuckler are both relatively common, and If it doesn't, it bullies the opponent into avoiding that lane. It's like playing a Nut in a lane, but it's harder to remove.

That being said, 2 damage can be either a lot or a little. 2 damage kills most Imps within a few turns, and its cheap cost of 2 allows it to set up early to bully those spammers away. 2 damage isn't a lot compared to Jester, Knight of the Living Dead, and really any Gargantuar out there. First, "when hurt" cards usually have about 5 health. Assuming that you don't touch it, that's a minimum of 3 activations of their ability. Armored Zombies shrug this off a little too. Knights won't even feel it with their Armored 2. And Gargantuars... Well, they're Gargantuars.

Overall, the card has some incredible potential with few downsides. Although easily punishable by huge Zombies that like pain, it's hard to counter it if you're anything else.

Force Field: ****
At first glance, this thing is OP. "Plant's here can't be hurt? Wow! That's amazing!" Sure it is. Imagine the nightmare of facing a Soul Patch under Force Field. Just... No. Or what about comboing it with Health-Nut or Pecanolith? Their attack damage would be immortal. Glass cannons such as Red Stinger or Carrotillery would be impervious to damage and incredibly deadly at the same time. Plants that grow such as Bean Counter, Pepper M.D., Blooming Heart, or Doubled Mint could be protected during their valuable early stages.Even Hot Date or Sweet Potato could get in on the action, moving a Zombie to be eternally blocked by them.

That being said, how many plants can be fit into a lane? Two at most. And usually one of them is bound to be a Nut, in most Guardian decks. That kinda beats the purpose of having this card. Potential exceptions include Sun-producers for Wall-Knight, Puff-shrooms and Pear Paradise clones for Spudow, Torchwood for Grass Knuckles, and heavy hitters or even Laser Cattail for Beta-Car - I mean, Citron. Also consider how often Guardians benefit from being hurt. Mirror-nut, Potato Mine (and Hothead), and Pear Cub come to mind. Beats the purpose of them too. And hard removal - "destroy a plant" cards that don't deal damage pass right through it. Bouncers too for that matter.

Regardless of its somewhat restrictive gameplay for certain decks, it's bound to be a hit in many more. For some plants, all they need is a few turns of being impervious to damage to play their part, and total immunity benefits almost and plant.