Board Thread:Weekly discussions/@comment-25648422-20180216053524/@comment-30665658-20180222040025

Grizzly Pear: Slow card, basically a cattail that's vulnerable to cut down to size Pumpkin Shell: good stats, good fusion ability, it's a good defensive plant, works well with Pecanolith, but deadly zombies and removal cards like knockout can destroy the plant that got the buff from pumpkin shell Marine Bean: it can be a 6/3 but sometimes it can be hard to use it's ability, and it only get the strength buff, zombot's wrath can destroy it easily.

Primal Wall-Nut: a card has 9 health untrickable is good, but it's ability is RNG-based, most of the cards that cost 4 or more would be slow in some situations, but it still a good card. Loco Coco: It's basically a bad wall-nut bowling, but the nut evolution ability is good, it's an anti-weed spray card, even though it can get destroyed by knockout, it can be a good card especially you make a ramp deck with it. Veloci-Radish Hatchling: It has no way to defend itself, so bungee plumber can destroy it easily even though it can become a 6/2 it can be killed easily in the late game without the use of Rocket Science or Cut Down to Size. Hot Lava: Go well with Pear Cub and Hibernating Beary, but it can be a bad environment, because it can damage your plants if they were weak. The only time you need to play this card is when the zombie hero plays an environment. Shelf Mushroom: Direct damage is great, because it can be a good finisher sometimes like berry blast, it can be a soft removal as well. Strawberrian: when played while Sergeant Strongberry is on the field, you can do 3 damage to 3 zombies, and you can get an extra berry blast when evolved. Veloci-Radish Hunter: it's basically a shroom for two/pair of pears card that has dino-roar, and it has 3 health, Supernoca Gargantuar can destroy them easily, it's a bad card under some circumstances. Half Banana: it's a good card if you're playing as captain combustible, since he has the most banana cards, and you can just play banana split to get more of these, bananasaurus rex could be a threat to the zombie hero because of it strength got boosted, although some of them would get destroyed by rocket or cut down to size but still pretty good. Typical Beanstalk: a really bad version of Magical Beanstalk, it's too slow and only draw a card if there's a leafy plant next to it. Probably the worst card besides pot of silver. Pea Patch: it's a really good tempo card, even though the card itself would get destroyed easily, but when you play big cards like savage spinach on the pea patch it can be a 7/7, and it would wreak havoc to the zombie hero. Savage Spinach: great used with pea patch, if you have a lot of plants in your hand while a leafy plant is on the field, it can be really useful, the buffed plants would wreck the zombies then do big damage, it also go well with repeat moss too. Apotatosaurus: Another RNG card, most root cards are good, you can draw a soul patch or even another apotatosaurus, also if it gives you a starch lord, apotatosaurus would get boosted a lot, but the only problem with it are the deadly zombies, and it's basically a 6-cost 6/6 with untrickable with dino-roar. Primal Peashooter: this is the best set 4 uncommon card in my opinion, you can boost this with the podfather, it would destroy and bouncing zombies, and you can stall for time with this card then you can bring out the big cards. Lily Pad: Yet another RNG card, it's good with green shadow, because if you're running savage spinach in your deck you can use it's ability to boost the plants in your hand. Shrinking Violet: it's a great counter to aggro decks, especially with imp decks, if the zombie hero swarm the field with imps, use this card to clear the field. Rotobaga: this is the best set 4 super-rare, this is best used with green shadow, even though it has no way to defend itself, but it can do 4 damage to the zombie hero, and if you boost this card with onion rings, fertilizer, embiggen, etc,... It would do lots of damage and can even finish off the zombie hero too. Bird of Paradise: This is a completer superior to quasar wizard, this can be used with plants with dino-roar, and you would get useful things like Uncrackable, Sunburn, Goatify, etc,... And it's also amphibious so it can be protected easily, and it's in the flower tribe so this can be used in conjunction with briar rose and flower power. It can be destroyed by rocket science but most of the plants superpowers are useful and it could be a game-changing card also. Lil' Buddy: Being able to heal for free is helpful, it would help you survive for a few turns and it could be used to protect your important plants and yourself. Sunnier-Shroom: Even though it has high health, rolling stone/weed spray would destroy it, and there are better cards to ramp up your sun, and sun-shroom can be slow too. Eyespore: Helpful to destroy zombies that causes trouble, but it doesn't have amphibious but it's still decent. Sun Strike: this is a good finisher, and could be compared to going viral, if you have a lot of plants on the field, sometimes it can finish off the zombie hero, and sometimes you could get another sun strike with it too. Aloesaurus: in my opinion it is a really OP card, and it has 7 health, if you're playing as zombies, then this is a very annoying card to deal with if you're not using a brainy hero, rocket science and deadly zombies can destroy it but the plant hero can protect it anyway, combine this with Pepper M.D. would make him a threat. Goat: Combined with cat lady and zookeeper it would be ridiculously OP because it's a 0-cost. Vengeful Cyborg: Too slow, even if it's a 5/5 with Hunt. Killer Whale: the stat boost is good but it only boost a zombie's health by 1 only, and just like lily pad, it's nice to give your minions the amphibious trait. Hunting Grounds: This just makes the beastly class OP, that class has 3 different environments now, it's a good environment, your zombies would get boosted over and over again which could overwhelm the plant hero. But most plant players can play around that environment though. I guess i can say it's a decent environment but not too good, the environment is good or not, it's depends on where the plant hero put their plants. Gargantuar-Throwing Gargantuar: It's too slow, but if you have some gargologists you can play them early, it's just another RNG card. And all the gargantuar cards are good, like the smashing garg, supernova garg and zombot 1000. Mustache Waxer: Mustache Synergy is what the zombies need, this card could get really tanky if you play enough mustache cards, and imposter does go well with this card too. Pirate's Booty: probably one of the worst cards in set 4, it's slow, it can draw up to 5 cards which you can get milled very easily. It just horrible. Mustache Monument: this is the card that can revive OTK Valkyrie, this would make professor brainstorm OP, this card is a must bring in OTK Valk decks or any other OTK zombie cards, because the plant hero has no way to deal with it, probably the best fusion card besides buried treasure. Duckstache: Works well with Mustache Waxer, you can get a lot of mustaches, you could even get cards like intergalactic warlord from it, if you're playing as Super Brainz then you can need to bring Dr. Spacetime to make the mustache cards from duckstache cheaper. Zombot Dinotronic Mechasaur: it's way too slow and has horrible stats but you can make a zoo deck out of this, even though ramp is dead but if you managed to survive to turn 7 (or just play a bunch of cryo brains to play them earlier), you can get bad zombies like ra zombie to zombies with the dino-roar abilities like Mondo Bronto, Stompadon, etc,... Or even Undying Pharaoh. And you need to always keep the water lane open, because you will get a guaranteed Mondo Bronto in the water lane because it's the only history zombie with amphibious. Trapper Territory: i swear it's like PopCap asking the community "You don't have all copies of the trapper zombie?" And then say "Well we just make trapper territory an ownable card so anyone can use this card at anytime." It's a "meh" environment, it's a 2 cost, it just like spikeweed sector for the zombies. Disco Dance Floor: In my opinion this is the most underrated card of set 4, even though it can't defend itself, but it keep doing damage to your opponent and sometimes it can finish off the plant hero, it's like berry blast, and unlike berry blast this card can used in conjunction with disco-naut, because disco dance floor can keep damage your opponent and they can't even block from that. It's a good card even when you don't play a zombie on it. You can just use rock wall if you're playing as Z-Mech. Grave Robber: It's a meh super-rare imo, even though his strength keep getting boosted by his ability, he can still die by berry blast and most of the plants can kill him easily, just like the Veloci-Radishses (counting both the hatchling and the hunter). And now plant heroes have lots of ways to deal gravestones, like cool bean and Winter squash, grave mistake, spyris, blockbuster and grave buster. So it's a meh super-rare but it's just my opinion. Zombie's Best Friend: it's ability is almost the same as quasar wizard but you make more zombies instead of getting superpowers. Even though a 2-cost 2/1 is bad, you can get something bad like baseball zombie/imp (1/1)/backup dancer/cardboard robot zombie/skunk punk to something good like disco-naut or quickdraw con-man. It just another RNG card. Headhunter: if you use this card's evolution ability, it can be a 5/6 bullseye. And you can just spam dancing cards to keep on damaging your opponent. Then you can simply finish your opponent off. Leftovers: a worse monster mash. It's basically a 2-cost storm front for zombies. Lost Colosseum: This is also a good fusion card imo, stat boosts are always good. And it would give the zombie played on it the frenzy trait, which means it can combined with ancient vimpire. Knockout: this is a really good removal card, this card can kill pineclones (although you can kill up to 2 at a time), and the important cards in the flower tribe (Briar Rose, Power Flower). Turquoise Skull Zombie: This is basically what Ra Zombie could've been, at the start of every turn, the plant player losing 1 sun is very useful in most situations, like for example, you're managed to survive to turn 8 while turquoise skull zombie is on the field, it could prevent them from playing Dark Matter Dragonfruit/Astro Vera/Kernel Corn. The same thing goes to Great Zucchini, Wall-Nut Bowling and Cornucopia. It's like a bit of an anti-ramp card. Chum Champion: and just like knockout, it can nerf all of the plants on the field, then you do the sports evolution, which basically would destroy all plants that have 3 strength, if the plant hero plays pineclone, then you can wipe out all of them if they don't get boosted. Monkey Smuggler: this is a card where you're about to have lethal but your opponent's super-block meter is almost full, then you play this then you have guaranteed lethal, one of the best uncommon cards and really useful in most situations. Buried Treasure: The fact that it's a rare that can conjure a legendary card is amazing, it allows F2P players to play around legendaries they don't have yet, and i just want a card that is exactly like this card for the plants, since plants have good legendaries like Bird of Paradise and Aloesaurus now, even though it's an RNG card but at least you can get a good legendary like Teleportation Zombie, Zombot Aerostatic Gondola, or even Gargantuars' Feast, and the conjured legendary cost 1 brain less which is really good, if you want to use this card's ability, DON'T play it on turn 1 because your opponent have lots of answer for a 1-cost 2/2. Best Fusion card of set 4 in my opinion. Excavator Zombie: In my opinion, this card is way better than pogo zombie, because it can also bounce an environment which is really helpful, if you think your opponent have environment to replace one of your environments, you could just bounce it, it's unfortunate that it can't bounce the plants on heights and in the water lane, but it's still good, i would like some environments removals. Unthawed Viking: This card isn't that useful because it only freeze plants in the water and only the smarty and guardian classes has amphibious plants. But it's Evolution ability is what makes it a super-rare, just imagine you combined this with cryo-yeti, you can really make an OTK Cryo-Yeti/Pirate deck out of it, one of the best super-rares of set 4. Raiding Raptor: It has 4 health so it can survives for a few turns, and again, another RNG card, but you can get cards that cost 2 brains or less, you can get 1/1 zombies with no abilities to something like Lurch for Lunch if you're using an OTK deck, Barrel of Deadbeards, Rolling Stone (if you got overwhelmed by mirror-nut), etc,... But it's Dino-Roar ability could make this card into an OTK card, it gets +2 Strength when you draw a card, and if the raptor has enough strength then you could finish off your opponent by playing a bunch of cards that can make your raptor do bonus attacks. So what i think about set 4 is, is that 90% of all the cards in set 4 are RNG-based, like conjure, cards that make random plants/zombies, and stuff like that. And i think Zombie's Best Friend should be "When played next to a zombie: Make a zombie that costs 2 or less" so it could actually be a real balanced super-rare. Lily Pad, Primal Wall-Nut, Sun Strike and Raiding Raptor should changed to draw a card instead of the conjure ability, i don't want this game to have too much RNG, and i would rather draw cards from my deck that synergizes with my minions on the board than conjuring random things that sometimes give you cards that doesn't synergize with my deck.