Board Thread:Plants vs. Zombies Heroes/@comment-26593304-20170208013242/@comment-25302263-20170312005823

RandomzSunfish23901 wrote: YammaYamer21 wrote: RandomzSunfish23901 wrote:

YammaYamer21 wrote:

RandomzSunfish23901 wrote:

Dave.rhead wrote:

Plantpower967 wrote: Infi-nut ​ - Nut Plant

​Class​:

Cost: 4

Stats: 5

Trait: Team-up

Ability: End of turn: This gets +1 and heals to full health.

Rarity: Premium Rare I doesn't think it should get +1 health at the end of the turn that's a bit overpowered. Until you realize it costs 4 times the cost of a Wall-nut and takes a turn to reach its health. Until you realize that you either need removal to kill it after a couple of turns(or one, if there are Smackadameas or Root Walls). This thing reads: Takes 5 damage to kill, assuming no health buffs. That's 4-cost material alone. By that logic, Wall-nut is the most OP, cost-effective card in the game and Water Chestnut is too strong. There's many ways to deal with it, and even if you let it heal, the next turn you can drop something big.
 * facepalms facepalm*

Actually, Wall-Nut and Water Chestnut are very cost effective, but they can and will die after they take enough damage over some time. The thing is, they don't recover their health. Every. Damn. Turn.

The healing should only be an annoyance at most due to the many ways of countering it. The health gain is not too stron either, because buffed cards or tricks can easily overwhelm it

How do you counter it?If your hero has no hard removal then it is overpowered.Even if a hero has hard removal the deck might not want it since they wouldn't use it at all.What if your deck doesn't have boosting or doesn't have it in the players hand then what?It will grow and at a point boosting a zombie becomes useless.It will make decks less unique as decks will always need a conter to it unless they want to lose to one.