Board Thread:Plants vs. Zombies Heroes/@comment-24843074-20161202001704/@comment-27462035-20161209020956

YammaYamer21 wrote: VeXJL wrote: YammaYamer21 wrote: Mr. Boss-inator wrote: Legendaries are good for discouraging/baiting your enemy. One might simply concede (that is what usually happens to me when I play a legendary in a way it's a threat), or force enemy to switch all his power to counter said legendary. Even something like using Squash is wasting an entire hard removal on a card. Another way to make legendaries better is to teleport them in, and that's what I usually do :P I might spend my Sparks on that, but if I did, IDK what I'd Teleport 'cuz my only Brainy's old Super Brainz. Maybe a ZPW? That'd be a bit expensive, though. Zombot Plank Walker is worse than other zombie legendaries IMO. Shark Sub is pretty much useless w/out Impfinity; Wall-Nut Bowling is expensive and impractical unless you've managed to keep a Mirror-Nut for that long; Soul Patch is too glitchy, and even if it contains its glitchiness, Ninjas and Stealthy Imps wreck it almost as fast as a Deadly or a Rocket; Dandy Lion King is meh, as you usually burn through cards by the time you get to play this, which means either you're already winning or you're basically dead; BoD can be tamely unleashed by the enemy as they see please, not killing their Buff-Shroomed Puffys but destroying your Tennis Champs and Dancing Zombies; and I'm pretty sure I can roast another Legendary or two.

Barrel of Deadbeards is the perfect counter against mushroom decks.

Place it on turn 2 when the opponent played Shroom for Two in turn 1.

The opponent would play Buff-Shroom or Storm Front.

Play Fireworks Zombie. BAM! There goes the mushrooms.