Board Thread:Weekly discussions/@comment-25648422-20180216053524/@comment-27385163-20180217133955

My review on the cards (WARNING BIG WALL OF TEXT)

Grizzly Pear - Grr you're pack filler, no thanks. But I guess you're like worth it? I mean 5 drop amphibious with its stats are, I guess average, so it's not 100% terrible so yeah. 2/5

Pumpkin Shell - Arguably the plant fusion because of the amount of combos I've been able to pull off with this with things like threepeater, rotobaga and starfruit. It's such a good combo card. I can even keep things like witch hazel to be alive much further than intended. 4/5

Marine Bean - Alright, so this isn't too bad, I just don't know why it's a super rare, at best it's a rare. I don't think this really supports amphibious decks too well, either. 2.5/5.

Primal Wall-Nut - This card is great. It's big ol' nut that you can't rolling stone, and it gives you a card. This is so good, this might potentially bring nuts back. I don't think it's overpowered like some people have been saying (Since it's really just a wall, not an all-out attacking force). 4.2/5

Loco Coco - Aw, this is sad. When I first saw this in the beta releases as a 5 drop 3/3, I was super excited, but then he got nerf after nerf, and now he's kind of slow, and less meaningful. I don't want to say this is a bad card, it can be very good, it's just slow and niche, which is kind of poison to any card. 2.9/5

Veloci-Radish Hatchling - Cute Radish. It's kind of like a budget blooming heart, but better and has also potential to work in spudow roots. This seems like a pretty decent uncommon, it's easy to abuse because it's literally a 1 drop. I think this might make a good addition to budget decks. 3.3/5

Hot Lava - I can really see this working in splash decks. I like that this card finally became an uncommon, I felt like it should've been an uncommon since Set 2. Anyways, this seems like a decent environment. It's the plants' first 1 drop environment, and it benefits self-hurt, but I feel like that's where it only shines, but self-hurt is a strategy that's been hinted at for a while, and seeing this is here, this might help it go further in its direction. Maybe the nearly useless hibernating bearry might have more use in spudow now. I'd say 3/5. It's not that bad.

Shelf Mushroom - This card seems pretty decent. It's a 2 drop 2/3 berry and mushroom, which all supports kabloom (its class). And its fusion ability does damage, whichmeans if I were to put a strongberry on this, this thing could potentially do 4 damage, and with strawberrian, you also get strawberrian's evo ability, and this fusion's ability also procs strawberrian's ability too. This seems like potentially a good fusion seing its synergy, stats and cost. 3.5/5.

Strawberrian - Easily one of the best superrares of set 4. First, it has good stats. It's a 3 drop 3/3 with an amazing synergy ability and evolution. It's like a cake with a cherry on top, with another layer of whip cream and a cherry on top. It's that good. Easily 4/5.

Veloci-Radish Hunter - This is okay. I know people say this is horrible, it's awful, it's niche, it's a rip off of SF2, but to be honest, it's a fine card. It's supposed to be more accustomed towards tempo (Unlike SF2), so I see this being used a lot more in root decks than something like Pineclone (But this could still work in pineclone). Is it an amazing legendary? far from it. A bad one? Not too far off, but it's decent enough. It's a 3/5 from me.

Half Banana - Yeah this is also filler, but I mean it's not a bad card. It's a 1 drop 2/2 with a little tiny cherry on it for an ability. Is it worth running as a competitive player? Prooobably not. I can't say much about it since it really doesn't do much, but it's not a bad card, not necessarily a good one either. 2.7/5

Typical Beanstalk - Yup,  had high hopes for this card, but it got nerfed for little to no reason (I have no clue why in an update to the dev builds, every mega-grow in triassic got nerfed, apotato limited to +1/+1 from draws, spinach only giving 2 strength, half banana giving only 1 strength, and this costing 5). It's pretty much a bad card. Like most of the time these uncommons aren't BAD, just not good, but this is plainly bad. Leafy is a super limited synergy, you might as well had went with banana instead. There is no cherry on this leaf. This could of been so many things, but they went with that... 1/5, sorry Beanstalk.

Pea Patch - This is not a bad card, I just have a hard time finding use in it. It's pretty much pumpkin shell, cheaper and less swole, but it has pea synergy. I think it's intended for peas, and supposed to be like a consolation for nerfing lily of the valley. I personally don't like this card because pea synergy isn't very good, mega-grow doesn't really need more of these anti-tempo risk cards, if I want one of those, I'd rather take a grow-shroom or fertilizer than this. Though, I can see this being useful for something like starfruit or rotobaga, but aside from that, it's not too great to me. 2.9/5.

Savage Spinach - This card's alright. A bit situational because it's a leaafy synergy card, but at least this becomes a 5/5 when you evolve it, and has a good extra ability. I don't like leafy synergy as a concept because there's no synergy for it. Like, the synergy never benefits leafy plants at all, it only benefits you, giving you a card, or maing everything have +2 Strength. Even as amustache user, at least Mustaches were more consistent, leafy has less than 15 cards in the game. But off critiquing leafy as a concept, this is a good card. It has alright stats for a 4 drop, and a really  nice evolution ability. 3.8/5

Apotatosauraus - Honestly, this is the DMD of set 4. People cried that this card was going to single-handedly destroy everything, and you know what it was in the end? Just like DMD, a slow, powerful control card. I'm not saying these cards are bad, their main weakness is that they're slow, and the only real way to make them as overpowered as everyone describes these cards to be is to spam twin sunflower and hope no one has knockout or spray or anything that does direct damage. Back to the potato, it's a good card. Not good in every mega-grow deck, surprisingly as mega-grow looks for tempo, this looks to be used in a control deck because of how it behaves as an expensive finisher, which is not something tempo favors, but more of a control factor because control focuses on keeping the board squeaky clean with no baddies on it, so that when the time comes, they can play their birds of paradises, potatosaurauses and dmds. 4/5 for me.

Primal Peashooter - This is a good 1 drop pea? What universe is this? Yeah, surprisingly, smarty got a good 1 drop pea. It's a control card, it's supposed to remove any baddies off the board if this is fronted with one. My biggest gripe with it is that  it can be used in the opponent's favor if you aren't careful, so I'd probably just use this to front and trade. It's a pretty nice card, 3.7/5.

Lily Pad - Another one of my favorite fusions. The conjure is probably for cherry-on-topeffect. It's a good card because I can pretty much put a lot of threatening things like a podfather or something on this. There's quite a few cards that could easily benefit from this, like Witch Hazel having free range in the water. It's also extremely cheap and doesn't block charge. It's also a pretty interesting way to open amphibious decks to fellow non-amphibious plants. Good card, 3.8/5.

Shrinking Violet - This is good. It's another control card, but focuses more on removing any small guys off the board like imps or dancers, and even if it doesn't, that -2 Strength is still pretty fulfilling. 3.9/5.

Bird of Paradise - This is not really amazing in my opinion, it's supposed to be a control card/finisher. It's a somewhat understatted amphibious card that gives you these super duper cards, which is supposed to be a reward for keeping your board squeaky clean, otherwise this wouldn't too great to completely invest on if you're being struck in all positions. It's a 3.8/5 for me. Good legendary, just not really too good on its own, or worth crafting unless you have a control deck on you.

Lil' Buddy - Grrr more filler. Well, actually, this seems like a good card. It heals, it's a flower, it's a team-up for 0. That's pretty dang good, maybe this could be used in a team-up deck? It's not great but it's not bad. 2.9/5

Sunnier-Shroom - no lol 1.5/5

Eye Spore - Despite people saying this is overpowered, this is going to make rose meta, yaddy yadda yadda, I think the worst fusion of the set. HEAR ME OUT FIRST, please. I'm a very tempo player, so I'm not all into control, but my main gripe with this is that you HAVE TO play something on it for it to be good, otherwise it's going to either block charge, or get destroyed. I feel like that misses the point of fusions. It's a 2 drop 2/1, so it's going to die to just about everything unless you play something else on it, so I have to spend 2 cards in 1 turn to destroy something. That sounds pretty clunky and doesn't look like it'd give you a good top. It's also cheap, but it's only at its best in the late game, which is another reason why it feels super awkward to use. I don't like this card, but it's not bad. 2.7/5.

Sun Strike - Ooh, another one of these """overpowered""" cards. This is a pretty interesting card. This asks more for aggro and tempo to work, which isn't Solar's main objective, so this is why it's more of an interesting card to me. I definitely don't think this card is overpowered, it's a 4 cost trick with a random conjure pull and a single turn ability. First off, you would need to set up a good board for this to finish the game, 2nd you need to hope that everything survives, or you have enough sun to pull this off and 3rd, it's not too into supporting solar. But aside from that, it's a really good super rare. 3.5/5

Aloesauraus - One of the really few good legendaries of this set. NO, you don't need heartichoke for this to be good, it's just a good card on its own. It's a lot like power flower, in the sense you start off your turn 5 play with a decently statted card that heals after every turn. Easily one of the best 5 drops in the game, I like this card, even while not being too into solar. 4.4/5.

Goat - I love this card so much. It's so good. People thought it was gonna be trash (And some in this thread still do), but it's amazing. just play Smash, give it a healthy treat and this thing can grow to astronimcally scary heights if it's not handled correctly, and that's not to forget it's now a 0 drop, so you can easily abuse this for free triggers on zookeeper and catlady. God, I love this card so much. I might be overrating this, but it's a 3.8/5 in my personal opinon.

Vengeful Cyborg - Once again, not a bad card, just not good and mORE FILLER. 2/5

Killer Whale - I like this card too. Knowing how many cards benefit from hitting the plant hero, or just hiding in the water to avoid dying, it's good. Dr. Spacetime, you're a 3/6 now, and boy oh boy, I love Dr. Spacetime. Heck, I once almost had my bass handed to me because someone had a zookeeper in the water due to this, and it kept growing and hitting my hero. It's a decent card, 3.6/5.

Hunting Grounds - I love this card so much. Beastly finally gets some real love, and it's in the form of an environment. Beastly and Sneaky have quite a few moving cards, so if you play this right, you can almost easily get a +2/+2 out of this, and more room for something else. I love to use this with goats. It's also really cheap too, and a pet environment so it could trigger pet synergy cards. I just really like this card for the amount of synergy, and use, as well as its cheap cost, it's a 3.7/5.

Gargantuar Throwing Gargantuar - Despite being a joke (to everyone, including the devs and the community), it's not bad at all. It's like a mini garg feast. Once you get 1 garg out of this, it's already paid itself back. Though, just like most throwers, there's a chance of being removed by removal cards that aren't damage based, so watch out for that. It's a good replacement for octo in control boogaloo, and might see good play in smash gargs. It looks like a promising legendary, probably not worth crafting though. 3.8/5.

Mustache Waxer - AMAZING UNCOMMON. Holy crap, this is GOOD. It has premium stats, there you go, it has synergy, there you go, and its synergy gives you more brains and gives this more health to keep it alive for more use. GOD, I love this card, one of my personal favorites in this set. Mustache syenrgy has honestly been looked down for a while, but I'm a player of it, and I use it a lot, and I can't express how much I love this card. It's everything that I would've ever wanted from a cheap mustache synergizer. Great card, 3.9/5.

Pirate's Booty - I mean it's not bad- I think you know what I'm gonna say, but to add more, it has potential with dino-roar but it's abit expensive for card draw without a minion so /shrug. 2/5, sorry.

Mustache Monument - This is a really good card. People often argue it might be broken, and I can somewhat see where the arguments comes from, but I think it's fine where it is. It's kind of like lurch for lunch, but it can be played in the zombie phase. Though, this is a mustache card, and we all know how I feel about mustaches. Works well with duckstache, and valk, and yeah. It' a pretty decent card if you have the right hitters for it (Like viking). 3.8/5.

Duckstache - Favorite super rare of the set. People called this tons of things, good, bad, mediocre, trash, dumpstache, etc. etc. Though, I think this card is great. Here's the thing; Mustaches arent' bad at all. Sure, there's a few garbage ones here and there, but the card pool has a trait that's pretty consistent in mustaches; A majority of them are cheap, and good. The fact that the way this is triggered is through just hitting is what makes so easy to use, and you can combine this with a mustache to make a 4/4 on turn 3, which has a real good chance of surviving to draw you more cards. I really like this card, it's good, 4/5.

Mechasaur - Ehhh, I think you all saw this coming. It has the premium problem. Let's go over this; You know how lots of expensive legendaries in premium literally just died since the game came out? You know why? Some were either too expensive and had literally no when played ability (Octo, I'm looking at you). And then there were some that were just too expensive to really be used in their respective class, or at all. At least mechasaur was put into the class with the most ramp, but it's just not good. Way too expensive, needs a lot of support to make it good, yeah... Not very good, 2.8/5. Sorry mechasaur, I'm sure you're a good legendary somewhere, but not really too good in most places. maybe if they slapped a mustache on it, i'd give it a 5/5

Trapper Territory - Do I smell, a 1 drop environment? This is not too great of an environment mORE FILLER 2/5

Disco Dance Floor - This is actually a really good card for the reason for killer whale: Gives hero hitter cards a great advantage, and it's a dancer too. It's also not really a block charger at all, it's a 0/3 with overshoot 3 for 2, that's already a good body for the card. Easy 3.6/5

Grave Robber - This is also another card that's been kind of looked down on because it was introduced super late into this game's development. Back then, I think the idea of a 1 drop 2/2 bull's eye was insane, and would've blown our head off, but nowadays, I look at this and say "meh". All its potential places were taken already. Want a good 1 drop 2/2 bull's eye? Just get disconaut, a good 1 drop pirate? Just get conman. A good gravestone synergizer? Headstone Carver. Albeit, this works differently from headstone carver, and they're both in different classes, the synergy from this is just minimal and hard to see to be completely honest compared to headstone carver. Though, is this a bad card? No, not at all, this is average, but painfully average, so I'd give it a 2.8/5. It's not a bad card, just slightly under average.

Zombie's Best Friend - IT'S A LIL' PUPPER DOGGO. This card's been getting lots of heat lately (Seeing someone here wanted it ran over by a truck), and people say it's bad. I can't help but disagree. I've been using this card for lots of things, and it's generally served its purpose. I've had my bass nearly handed to me because of the disco-naut combos with this thing. And also, it supports valk super well, and is a decent upgrade from disco in that deck. It's supposed to be a tempo card, since if you play it just right, you get 2 minions of a possible 2-3 brains of value. It's not a bad card, I'd say it's a pretty good card. 3.4/5

Headhunter - Ehhh, I don't know. You see, the reason why I don't like legendaries being only designed for 1 type of deck for 1 type of tribe is because it's super limiting and you really have to focus on that 1 thing, or else it might be useless. Otherwise, I think this is an alright card.I just don't understand how this helps, it doesn't feel like dancing. Sure, dancing is all about doing lots of damage, but by the time it's turn 4, you've already filled up your board, and aerobics is doing the job just fine making them bigger, and flamenco deals a ton of damage in 1 turn. I don't really like it personally because it supports another way to play dancing that more or less relies on this card, than the dancing cards themselves. Though, once again, not bad, probably not my style. 3.5/5.

Leftovers - Budget going viral? Filler? Is it morbid because it's a pet? Yes. Probably would only see use in smash pets,but that's it. 2/5.

Lost Colloseum - I like his card a lot. It's slightly understatted, but if you play it JUUUST right, you can get some pretty crazy combos out of it. Just put a zombie on it, and you have a good chance of getting a good zombie with it. It has the potential to also survive on its own, too, just not too well. Though,the pay-off for getting it to survive is worth it. 3/5 for me.

Knockout - WOW, this is really good. Hearty getting a control card that's actually good? That's kind of shocker. Knockout has the potential to take out an entire lane of threats, and can take on flowers, and it only costs 3. It's pretty good to take out a lane of pesky minions. Really good removal card, 3.8/5.

Chum Champion - Wow...Just...dang. This is a horrible legendary. I had my doubts on myself, maybe thinking of it being a 4/4 is too greedy of me, but nope, I was right, it's bad. 5 drop 3/4, those are horrible, HORRIBLE stats, it has a nice ability, not worth 5, and its evolution ability is good, but you have to play it on a sports zombie...Yeah, this is pretty much the living embodiment of why you never make your legendaries super-duper niche. You have to play this, in a specific deck, on a specific zombie, against a specific board for it to be legendary. Get the hell out of here, Chum. 2/5. Sorry if that sounds a bit weird to say to a card, but Hearty has a big history of having bad legendaries, and this is what they come up with? Really? After 2 years, this is what they thought was worth the legendary title?

Monkey Smuggler - This is pretty good. Nothing amazing, per say, but it's a decently statted 2 drop 2/3 gravestone pirate that support pirates by giving more way to the block meter (Pirates are all about hitting the plant hero with swash and flameface). I'd say it's pretty decent, 3/5.

Buried Treasure - OH MY GOD, finally. Pirates get a good 1 drop in their class (And science is still crying because they still haven't got a good 1 drop yet). I really like this card, I'm the grandfather of conjure decks, so knowing that my boy spacetime got a cheaper conjurer is great. Joking aside, this is such a good card. It's a 1 drop 2/2, so it already has good stats, it's a pirate, so it's a 1 drop pirate, and lastly, it's a fusion with draw. That's so good. I'd easily give it a 3.8/5.

Excavator - This guy has been getting a little bit of heat, but I don't think he's bad. He has pretty aggressive stats, and he has the potential to do a really big bounce for 3. I wouldn't use this over Pogo (Pogo is still great), but excavator is a good card, and probably at its best in Neptuna or Huge Giganticus/Super Brainz. It's a little hard to use, so you're going to have to plan your moves more carefully. Otherwise, it's a 3.4/5. Good card.

Unthawed Viking - I noticed this card's also been getting heat, but it's not bad at all. It's good. My biggest gripe is that it doesn't exactly support pirates. Pirates are all about hitting face, and this has a pirate evolution ability, MEANING, this is supposed to work with pirates, and it doesn't work on hitting face, it works on controlling the board (temporarily). It's definitely bad, even with that, the idea of freezing everything to evolve a pirate is a bit better than you think, it's just a little hard to use since you normally don't wanna sacrifice your pirates, but I think the payoff is a bit worth it. Though, be careful because the plants can still play in the plant phase, so you aren't completely safe when this freezes. For me, it's a 3.3/5.

Raptor Rider - Why are people saying this is fragile? 4 Health in a 3 drop is pretty generous if you ask me. This is a good dino-roar. It conjures stuff when you hit face so that it activates its ability, and it also has potential to grow to scary heights. I think my biggest gripes with it is that the conjures don't help very much, and 4 health becomes more minimal on turn 4, but if you can use it correctly with things like unexpected gifts and maybe even pirate's booty, you can get the card to do some major damage. It's a decent legendary that's fairly easy to use, 4/5.

My opinion on triassic as a whole? GOOD SET. Why? Because it's the most diverse set in the game since set 2 (And set 2 had healing problems and clique). It does balance changes that I really liked, and even with the new valk trend with monument, there's still lots of counters to valk, and lots more ways to play. You guys can call popcap whatever you want, this set whatever you want, and even these cards, whatever you want, but in my personal opinion, it was all good, and we all ended on a good note with the game.