It is based on a bell pepper, a group of the species Capsicum annuum that produces fruits in different colors, and a doctor, a professional who practices medicine.
Its name is a combination of "pepper," the real-life plant it is based on, and "M.D." (doctor of medicine), referring to its appearance and ability. It could also be a pun on the soda beverage Dr. Pepper.
Its description is an allusion to its ability, as benefiting a plant's health (healing) benefits Pepper M.D.'s health too (getting more health).
Statistics[]
Class: Solar
Tribe: Fruit Plant
Traits: None
Ability: This gets +2/+2 when a Plant or your Hero is healed.
Set - Rarity: Premium - Uncommon
Card description[]
"A toast to your health... and mine!"
Update history[]
Update ????[]
Rarity change: Uncommon → Common
Update 1.14.13[]
Set - Rarity change: Basic - Common → Premium - Uncommon
Update ????[]
Description change: Quotation marks were added on the start and end of its description.
Update 1.22.13[]
▲ Tribe change: Pepper → Fruit
Strategies[]
With[]
Pepper M.D. may seem like a niche card only in dedicated healing decks, but it is of the top meta cards, and leads to rise of Heal Package in Solar decks. This is due to the fact that with Ketchup Mechanic or Lil’ Buddy, it can easily grow massive stats for a 2-sun plant, creating powerful tempo.
You can play Pepper M.D. on turn 2 safely due to the turn order and then set up from there, but it may be better to play it later and then rush out on the healing, primarily to prevent your opponent from hastily destroying it with something like Bungee Plumber or Rolling Stone, as well as to give your opponent a bit of a surprise and force them to deal with Pepper M.D. The Solar class has many healing options, but they all vary in effectiveness:
Ketchup Mechanic, Lil' Buddy and Geyser are probably the best when it comes to boosting Pepper M.D. for various reasons, and usually the former two are the only cards worth bringing to boost Pepper M.D. Geyser heal both the Plant Hero and every other plant on the field, causing Pepper M.D. to gain extreme amounts of stats each time its occur. Lil' Buddy is effective due to its free cost, allowing you to get 4/4 worth of stats on turn 2. Not only that, Lil' Buddy also allows you to play on lane with Pepper M.D. other strong cards like Cob Cannon and Elderberry that will allow you to deal a lot of damage. Ketchup Mechanic is a card that is good on its own, so you can always add this card to a deck with Pepper M.D.
Poppin' Poppies is the second most effective card for that. She is usable in a Wall Knight control deck, and she can boost Pepper M.D. massively.
Aloesaurus does have consistent healing, but the lack of immediate value makes it difficult to use and slot in decks.
Venus Flytraplanet is the next best healing card, as you get healed every time damage is done, resulting in a +2/+2 boost for Pepper M.D. per attack. However, Venus Flytraplanet is pricey for an environment, but it can be easily overridden, and requires the plants inside to survive the attacks thrown at them, though it can possibly count as two attacks instead of one, doubling the boost per turn. Chompzilla can even use Double-Strike plants to ensure even more healing each turn, though that is unreliable.
Power Flower is expensive and heals you only once per turn. However, it isn't the worst, and a +2/+2 boost per turn can still be worth it. That said, flower synergy is mediocre in general.
2nd-Best Taco of All Time is another niche card, but it can be used in certain decks. The card draw is a nice perk especially for Solar heroes, which need card draw.
The rest of the healing cards are unviable.
While not a healing card, the special rule of No Joke at the Junkyard works well with Pepper M.D. too, giving it +2/+2 at the start of every turn (essentially acting as a permanent Power Flower).
Since in order to activate Pepper M.D. you need to heal, let your opponent attack your hero because healing doesn't work if you have full health.
Chompzilla and Wall-Knight are the two best heroes to use Pepper M.D. as both have access to Geyser, one of the most potent ways to boost Pepper M.D. That said, every Solar Hero benefits immensely from bringing a combination of Pepper M.D., Lil’ Buddy and Ketchup Mechanic for a package that provides powerful tempo.
There are a few things that can keep Pepper M.D. in check. Instant-kill cards like Rocket Science and Locust Swarm can easily lay waste to Pepper M.D., and Deadly zombies only need a single hit to destroy it. However, Pepper M.D.’s cheap cost and ease of boosting counteracts this. Sneezing Zombie is also a big counter, as she prevents you and your plants from getting healed. However, Sneezing Zombie is usually only available at turn 4 onwards, with a handful of exceptions, and she is rarely used in this meta.
To sum it up, Pepper M.D. is an excellent tempo card, who is cheap but can easily have massive stats. Every Solar Hero should bring 4 copies of Lil’ Buddy, Ketchup Mechanic and Pepper M.D. but any other healing card is excessive.
Against[]
Pepper M.D. may have average stats, but it will be able to grow a lot to wreak havoc easily, especially since your opponent will be running a healing deck with Lil' Buddies. You can stop Pepper M.D. before it gets too powerful by using tricks such as Bungee Plumber or Rolling Stone, or attack it with a zombie. Beastly heroes can also use Sneezing Zombie to shut down plant healing, but Sneezing Zombie is not a good card.
But if Pepper M.D. does get too powerful, instant-kill cards like Rocket Science, Locust Swarm and Deadly zombies would be your best options. Bouncing it is also a good option as it resets its stats back to normal, although Pepper M.D. can be played again.