Board Thread:Plants vs. Zombies Heroes/@comment-5760976-20180127211635/@comment-34417844-20180128005239

VeXJL wrote:

Primal Potato Mine 2/5 - The lack of Team-Up defeats the purpose of protection. Now there are things such as Quickdraw Con Man and Planetary Gladiator that can survive and then some.

Grave Mistake 3/5 - It's actually still good. Some Gravestones are still relevant, such as Teleportation Zombie. You can also determine the zombie in the gravestone based on how many brains the hero used (and the hero's rank), and predict their actions the next turn.

Kernel-Pult 3/5 - With Arm Wrestler out of the meta, this can safely disable or kill zombies in the first few turns. It's one of the few solar cards that can actually control early game. Additionally, it can be used as just a Team-Up shield for an important plant, again one of the few things Solar doesn't have much of. Finally, it can be fodder for Evolution, especially since it has Team-Up, although Solar Winds may be better for this.

Also, I find that you praise Solar Winds way too much. It's a decent environment sure, but it really loses value in the late game. (plus the zombie hero can play an environment or Beam Me Up to counter it.) PPM is okay at best. Its a viable sidegrade to regular PM. Its better early game, on turns 1-2, because you can control more Zombies like Headstone Carver and Gargologist than you could otherwise with regular PM. It sucks late game, because of the lack of team-up. Galacta-Cactus is still better than both.

GM either is good at cycling through your deck while keeping Gravestones at bay, or otherwise like Grave Buster is a dead card in your hand, eliminating those benefits. There are more Gravestones since I posted that review, but a lot of zombies heroes find it more safer to run less Gravestones, which weakens the card in the meta.

I feel like the thing with Kernal-Pult is that you have to have the Zombie played on Heights so you would have to be SF or Chomp so that they play around Scorched Earth. Then you can take advantage of KP with Fireweed or VM on turn 2. Its an alright card, just not as reliable for the other two heroes, Rose and Wall-Knight.

Solar Winds wasn't that good when Set 2 released because of Medulla Nebula costing 2 and it always overwriting it. Now, with it nerfed to 3 cost, there isn't any reason to not play a Zombie on turn 2, since otherwise you lost a lot of tempo. Even if its blocked by Summoning or BMU, that still doesn't change how much value it gives otherwise. I know that it has some counters, but those counters are few and far between.