Board Thread:Plants vs. Zombies Heroes/@comment-29936716-20170722162143/@comment-10857070-20170725072558

VeXJL wrote: Newspaper Zombie wrote: VeXJL wrote: Newspaper Zombie wrote: VeXJL wrote: Newspaper Zombie wrote: VeXJL wrote: Newspaper Zombie wrote: VeXJL wrote: Zombotanist wrote: At least I can get gems from ranking up again, so there's that at least. And after 5 straight wins this deck got me my first rank in under 30 minutes. Highlights include ex-ultimate Captain Combustible and Citron, both very close games. I'm gonna abuse the fact that 90% of Plant heroes don't play around Aggro while I can. If you have Impfinity, use him instead, as he has access to Line Dancing Zombie, which can clear a bunch of plants at once while hurting the plant hero. I find that she is much better than Bonus Track Buckethead in this case because you ARE using an aggro deck and not a lot of people run Re-Peat Moss anymore. I would also consider removing Aerobics Instructor since she ruins Disco-Naut's ability, or vice versa. Actually, Z-Mech has better superpowers than impfinity. And it's not worth it for a single zombie. Z-Mech is really good with Dancing Decks ever since he got buffed. Lol there's also Laser Base Alpha to pile on the aggro. And that's it. Only two cards. And it still doesn't make up for Impfinity's sh*tty supers. How are they that bad? Rock Wall literally does nothing for an aggro deck like that and doing 3 damage to A PLANT isn't that aggro either. Besides, Guardian heroes will pile on nuts on top of nuts, on tup of nuts, so using Strikethrough cards will definitely help. Rock Wall gives your Aerobics +5 health. I don't see anything wrong. I don't know you but Electrobolt has saved my butt a lot of times. And anyway Z-Mech has access to Weed Spray, so the nut thing isn't really a good example.

Let's see Z-Mech's supers:

Missile Madness: Deals 3 damage to a plant and 1 damage to everything else. Great against Kabloom, which is like 95% percent of plant meta.

Brute Strength: Meh, useless.

Electrobolt: Can destroy things like BEP. Very useful, this was one of the reasons Professor was Op.

Rock Wall: Gives important Zombies +5 health, what's not to love about that?

And Impfinity:

Triple Threat: Meh, free Unlife boost.

Brute Strength: Wow, actually useful with Line Dancing.

In-Crypted: Very, very useless. Only actual use would be with Flamenco and Conga.

Super Stench: Isn't very useful with a deck full of fragile cards. Super Stench is quite useful because of the Dancing Zombies. (you know the ones that summon the Backup Dancers). In-Crypted could also work with the Disco-Tron 3000 and can also protect important zombies such as Disco-Naut.

I guess because I'm so used to not using Aerobics Instructor is why I see Impfinity as a better hero. Those Dancing Zombies have 1 Health, you don't want to waste a Superpower, do you?. In-Crypted doesn't work good with cards like Disco-Naut. As her ability needs her to be physically on the field.

Aerobics also works with Impfinity tho, I had a dancing deck before. Thing is, I use an all-out aggressive deck with Impfinity. I mix in direct-damage cards along with dancing cards, and I also have Newspaper Zombie, Fireworks Zombie, and Smoke Bomb mixed in to give a bit of unpredictability, as well as being able to make a distraction for my dancing cards. Disco-Naut becomes very helpful here, as well as the environments such as Laser Base Alpha and Moon Base Z. Z-Mech can't really control as well as Impfinity IMO. Yes, two of his superpowers are superb at dealing damage, but Impfinity has Super Stench and In-crypted, meaning that he can control better. I find the Impfinity deck to be much better at being offensive with Strikethrough as well as being able to take down targets with Deadly. Escape Through Time is a good card to have for protecting Disco-Naut, but I find that simply moving her or bouncing the threatening plant is much easier. Finally, I'd also like to point out how amazing the aquatic lane is for Impfinity. Lots of your zombies will be untouched, and you can take advantage of the extra lane for moving around or stuff. Z-Mech on the other hand can't use the aquatic lane and cannot control as well, unless it's for plants with 2 strength or less. and you fellow Z-Mech nubs now how hard it is to prevent overgrown plants, right? Anyways, the point is I feel Impfinity is better than Z-Mech for all-out aggro. I mean, it makes sense, right? Hearty is for high-health zombies and healing while Sneaky is for abusing some BS mechanic to damage the opposing hero for a lot. Since when In-Crypted is a control superpower? And how does Super Stench make him a Control hero? Control is controlled removing, not some random "Whatever you destroy" thing. I don't know what opponents you are playing against, but everytime I play something on the aquatic lane, it dies. Fireworks in a dacning deck? Great job, almost everything has under 3 health and you use Fireworks. And overgrown plants don't really matter for Z-Mech anymore, dude has taken rush to a new level. Most of the cards in this game have 2 or less strength anyway. And why do you think Stupid Cupid exists? And high Health is good for aggro and rush, the more health your dancer have, the more damage you can deal with Flamenco.