Thread:ProGuyHere/@comment-34954846-20190612165307/@comment-34954846-20190622104553

No damage until you get a combo? Well that's really slow. If you want to put 4 drops early use Twin Sunflower instead IMO. You have no reason to use Sun Shroom over Twin Sunflower. And plus, I already told you, why no Pepper? If you're heavily relying on a combo to finish your game then that's not a good deck, most control/ramp decks have many win conditions and the only one you have is a Dandy Lion King in Venus Flytraplanet with a Heartichoke on the field. If your combo will be that slow bring your game up to hard removals like Squash instead of things like Banana Bombs, especially because this deck has no way to deal with late game Amphibious minions like Shark and Plank Walker. Whack a Zombie while good in the early game will lose its effectiveness later in the game and you could just use your soft removals for the early game. Here is what I believe your game plan is:

1. Control until you can access the slow combo of DLK + VF + HC, opponent cannot block but the setup is extremely difficult. With your only hard removals in the late game being Lawn Mower, you cannot deal with threats on the heights or especially in the water lane, of which Solar Flare cannot deal with. That is why I recommend running Squash in the deck so even if they play big minions you can value trade using Squash. Sure a Plank Walker goes down in two berry blasts but we are talking card advantage and if you run out of cards the entire deck can lose steam.

2. Astro Vera combined with Heartichoke is the better combo but unlike the previous you can't really guarantee lethal. You will need two Astro Veras to pull of a lethal shot but it's hard knowing that you only have two in the deck and Solar Flare cannot draw cards efficiently.

So my recommendations are exchange Banana Bomb for Squash and add more minions, and do not rely overly on the combos to win you the game, as soon as you run out of cards you will have no more ways to defend yourself.