They cost 2 to play, and their ability gives all plants in them the Double Strike trait. This ability persists until it gets overridden.
They are based on the real meaning of coffee grounds, the waste product after brewing coffee.
Them being an environment may be a visual pun on the word "grounds," as Coffee Grounds are literally a ground lane with coffee beans.
The fact that Coffee Grounds give the Double Strike trait is based on the caffeine in coffee keeping anyone awake.
- Class: Mega-Grow
- Tribe: Bean Environment
- Ability: Plants here get Double Strike.
- Set - Rarity: Galactic - Uncommon
Nothing wakes you up in the morning like extra attacks on zombies. Well OK, coffee does.
- Added to the game.
Giving any plant in them a very powerful trait while costing little, Coffee Grounds is a good addition to almost every deck.
Due to the nature of the Double Strike trait, preferred plants are hard-hitters, whether natural or boosted, so that they are able to do massive damage in a turn. It is possible that a hard-hitter here can destroy a Zombie here on its first attack and, assuming it survives, deal heavy damage to the Zombie Hero on the second attack.
And within those hard-hitters, those with abilities that activate when they do damage like Blooming Heart and Mars Flytrap or an offensive trait like Astrocado, or those that attack on multiple lanes like Shooting Starfruit are especially preferred.
In the end, the only plants you should avoid having in them (unless you had to override a zombie environment) are the ones who naturally have the Double Strike trait, such as Bananasaurus Rex and Cosmic Pea. And just like any card that grants bonus attacks, you can use this environment in tandem with Party Thyme, who will be able to draw cards.
However, Coffee Grounds have their counters, being Gargantuar Mime and Bonus Track Buckethead: the former will take advantage of your bonus attacks and do some himself (unless you put an Imitater in here, which is a very weak plant anyways), while the latter will prevent all bonus attacks. They can be overridden just like any environment too, so do not solely rely on them to win.
It should also be noted that if two plants are in Coffee Grounds, each plant's bonus attack will be done separately, charging up your opponent's Super-Block Meter significantly faster. Since a Super-Block will block all two bonus attacks if one activates it, you should try to manipulate your opponent's Super-Block Meter before that happens.
Having one or both of the Plants being Bullseye helps, however, the only Bullseye Plants are in the Guardian and Kabloom classes, so only Grass Knuckles and Captain Combustible can do this normally.
Speaking of Captain Combustible, he can also play Invasive Species here for massive damage as early as turn 3 because of the strength boost it gets while in an environment plus the newly gained Double Strike from Coffee Grounds for a whopping 10 damage (If not blocked).
If you see a plant with high strength in this environment, override that environment with one of yours, or remove that plant as soon as possible, because otherwise, you will take too much damage to make an effective comeback.
Alternatively, you can play Bonus Track Buckethead to make this environment useless or Gargantuar Mime to copy your opponent's plants' bonus attacks and defeat your opponent before they defeat you.
In other languages
|Simplified Chinese||咖啡渣||lit. "Coffee Grounds" (the waste product)|
|Traditional Chinese||咖啡之地||lit. "Land of Coffee"|