Board Thread:Plants vs. Zombies Heroes/@comment-27053902-20170924232441/@comment-24471175-20171003040514

Compare78 wrote: flowers/sports, ramp and mega-grow cards Flowers: Nothing Set 2. Briar Rose and Poppin Poppies are the only really good cards I can think of for flower decks. Soul Patch is slow but works somewhat well with Briar Rose, as any zombie that would hurt the zombie hero would get destroyed.

Sports: Battlecruiser and Warlord are great, as the main stratagy of Sports decks is to keep zombies alive as long as possible. Warlords buff all zombies and ones you play later. If you have a Mascot and sports zombies out, Battlecruiser can ensure they survive another turn. Just hope the plant hero doesnt destroy them before the Battlecruiser is revealed.

Ramp: I'm assuming you mean Brainy Medulla ramp to BMR. I always use IDZs and Teleportation Zombies for it.

IDZ can be used to activate Medulla twice. Play it in Medulla for +3 Brains, then play any science card. The zombie it transforms into will give you another +3 Brains, unless in the rare case it's a Line Dancer (moves away from Medulla, no brain gain) but there's an equal chance of getting a Brain Vender from the IDZ, giving +6 Brains. It's a gamble but most of the time, it's like having 8x Brain Venders.

Teleportation Zombie is cheap and  has a lot of health thus is more likely to survive until you BMR. It also let's you play zombies during tricks, so if you have 7 brains you can play a bunch of Brain Venders before BMR, or play zombies in empty lanes so they survive until next turn, then you can BMR.

Mega-Grow: Captain Cucumber is a great source of cards, but you may want to bring a buffing card like Grow Shroom or Lily of the Valley. A Beastly hero can nibble/eclipse it to prevnet card draw, or a Hearty hero can Weedspray/Rolling stone.

Onion Rings only if you use lots of weak cards in your deck, like 1 or 2 sun plants so they benefit greatly.