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  • VeXJL
    VeXJL closed this thread because:
    Weekly Discussion is done.
    23:09, April 7, 2018
    Previous thread

    Fun fact everyone: We haven't had a new Weekly Discussion thread for a million years weeks.


    With that aside, here is our new Weekly Discussion thread. This time, you are given your chance to share your thoughts and opinions on Triassic Triumph. Do you think Card Fusion and Card Evolution are the same? Are there any Triassic Triumph cards that you think need to be nerfed or buffed? Are there any Triassic Triumph cards whom you think are awesome? Are there any updates in PvZH that you like or dislike when Triassic Triumph finally arrived?


    Share your thoughts and opinions below! We'd like to hear them.


    To submit ideas for future Weekly Discussions, please visit this thread.


    Before replying, please follow our rules.
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    • let's make it monthly discussion

      triassic triumph gave birth to some really underwhelming super-rares, so it's not the best imo.

      also i want Sow Magic Bean's Draw a Card ability back.

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    • I know everyone probably already knows this, but Strawberrian is a fantastic card, and a Berry card that Berry decks needed. If only I had Sergeant Strongberry...

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    • Plant Protecter wrote:

      If only I had Sergeant Strongberry...

      Craft one then.

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    • VeXJL wrote: let's make it monthly discussion

      Great idea.

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    • veloci-radish hunter is the best

      typical beanstalk is the worst

      zombie's best friend is cute

      dino riders abuse their dinos

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    • Found an epic combo in Disco Dance Floor and Space Cowboy. Its a little too impractical to rely on completely, but man is it epic. 

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    • Actually, I think the only underwhelming thing for me this set is the legendaries and the uncommons.

      The legendaries are disgustingly niche and a good majority of the cards in uncommon are trash filler.

      Rares are all fusions, and I really like fusions as a concept, and nearly all of them (except for eye spore) are pretty nice.

      Super Rares are all good? I have no clue what people are talking about, all plant SRs are great except for marine bean, and zombies pretty much all have good SRs (Only ones that aren't too great are dog and grave robber, but they both have good uses, I use dog for valk decks, since he's very good at building a board that it's easy to destroy). Duckstache, I noticed has been getting a lot of heat, but mustaches are actually a really good strategy. With the new mustache monument, Waxer and tons of cheap mustaches, this card just works. It gives you more cards to work with, and if you play it right, it's a pretty good 3 brain zombie with its 4/4 if you evolve it. I love it to death, I think it's my personal favorite triassic card right now.

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    • GrucYord wrote:
      Found an epic combo in Disco Dance Floor and Space Cowboy. Its a little too impractical to rely on completely, but man is it epic. 

      isn't that only for impfinity?

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    • Buried Treasure is everything for me.

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    • Triassic Triumph feels kind of underwhelming and overhyped if anything. No view of Hollow Earth, no bold attempts at balancing(any actual attempts to make the meta balanced were thrown off by stuff like Apotatosaurus), no Neptuna subplot, no nothing. Just the same old Rustbolt slaughters all.

      A majority of the Uncommons are just Tokens(seriously, the Goat thing was a severe blow against Rose) and lack originality. Goat? Great, another reason to hate Smash Mouth. Half-Banana? Lul, how many Bananas are there, and which ones are even competitively viable? Trashable Beanslime? Don’t even start. Leftovers? Guess that means I won’t be needing Turkey Rider anymore, not that it was really that great to begin with.

      Every single Rare is a Fusion, something I like. I’ll be honest and say I like all of them(except Pee Pad, unless you have Gatling Pea, in which case consider the enemy dead), but it seems to similar to Evolution.

      Super-Rares? Trash. Just...trash. Either stupifyingly useless or stupifyingly overpowered. Strawberrian + Strongberry + Sour Grapes wrecks anything not named a Sports deck(which went out of commission several metas ago), Marine Bean can only get a +4 boost at most, Primal Wall-Nut is disgustingly powerful(this is an Untrickable unit costing 3 sun that can wall OCTO ZOMBIE), Savage Spinach is somewhat situational, Rototrasha is...trash, Shrinking Viol-MY GOD THAT THING IS HIDEOUS! and is in general only useful on stuff like StOPodon, Sun Strike shouldn’t have existed, Hunting Grounds can seriously wreck you up, Duckstache is fairly useless(other conjuring cards like Kapatain Kukecumber and Dr. Spacewhat have decent healthpools, something Dumpstache doesn’t have, and most Mustaches are garbage), Zombie’s Best Trash deserves to get run over by an animal rescue truck, Grave Robber is only useful with Impo(if it were Sneaky it’d be more useful, perhaps working with Mrs. Can of Tuna and helping her be great again, but no, he came too late when Han Solo runs amok), Knockout shouldn’t have existed either, Turquoise Skull is too frail, and Unthawed Viking relies on a trait rarely used by Zombies, and can only be used with Brain Freeze for a potential OTK.

      Legendaries are either niche, trash, or the bane of all things living. Garg-throwing-Garg is very unreliable, ZDM is too slow and most Histories sans the Dino-Roars are pathetic, Headhunter can SLAUGHTER YOUR HEAD(if used right, otherwise you end up putzing things up against your favor), Chum Champion should have a better ability, Raiding Raptor is too frail, Loco Coco is too slow, Veloci-Radish is disgustingly weak compared to its zombie counterpart and frankly deserves better, Bird of Paradise is situational, Aloesaurus only finds use in Wall-Knight healing decks, and Apotatosaurus is basically impossible to get rid of if you aren’t Mrs. Can of Tuna or Supra Bran.

      Frankly, this feels like something spat out hastily to make a quick buck and satiate the fanbase. It’s not well-done, it’s not thorough, and the backstory is just...there. Compare that to Galactic Gardens. Two new Heroes(not very likable ones, but two new Heroes nonetheless), actually balanced metas(for the most part, nobody was really more OP than the other aside from Cancer), and 100 cards that weren’t Tokens, weren’t terribly niche, and while some deserved to go swim in doggie doo, they weren’t completely useless. The same can’t be said for Triassic Triumph. The cards aren’t that great sans a few, and unless Popcr*p takes a bolder hand and actually listen to our pleas for once, it’s not likely that they’ll be able to reverse this franchise’s downward spiral anythime soon. And that’s a shame, because these characters are actually likable and deserve much better than to be a P2W mess.

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    • Imo, Triassic and Colossal legendaries is really bad. They are generally hard to use and relies on Dino Roar. The tokens as uncommons is a real MESS to the game.

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    • Then again, what wasn’t a mess, starting from the decision to lower the chances for a Hero and then go downhill from there.

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    • LordHelix990 wrote:
      Then again, what wasn’t a mess, starting from the decision to lower the chances for a Hero and then go downhill from there.

      They did? Yeesh, now I'm very glad I have all the current heroes.

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    • I don't really agree with your points, but let me say something; I don't appreciate talking like that in any discussion about balancing and judging. It's fine to be snobby and rude in a blog like that, but in a serious discussion where people can have opposing views (I disagree with nearly every review you had for every card), we respect yours and everyone's opinion, but I don't like you present them in a fashion that's not only pretty annoying to an extent, but it doesn't ask for valuable discussion, it asks for circlejerking and agreement, and I think speaking like that is a pretty good way to turn the discussion from levelheaded to toxic circlejerking.

      If you want to present your thoguhts in a good manner, don't constantly use overexaggerations, and call the cards names, it's not really that funny, and it's just kind of petty and once again, doesn't really contribute to any levelheaded discussion at all. I understand if you want to keep this style of speaking, but let me tell you one thing; If you ever get into a discussion or talk with a real player about things, and you do it like this, no one will ever take you seriously. They will mock you.

      I understand what you're saying, but it's still spoken in such a rude, petty and honestly hard to read manner. If yoiu ever want your opinion to be valued by people who really understand this game, this is not the way to go.

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    • Let me list down the updates that have been to some old cards. This not all of them though:

      • Medulla Nebulla now gives you 2 brains instead of 3.
      • Lily of the Valley's stats have changed from 1/3 to 1/2.
      • Immorticia's bats are now officially Amphibious for real.
      • Stompadon's brain cost went from 3 to 4.
      • Shieldcrusher Viking's stats changed from 6/5 to 7/5.


      I swear. Does PopCap really love Shieldcrusher Viking so much?? It went from having 5/5 to 6/5 and now 7/5!


      Also, what are anyone's thoughts on the updates done to some old cards?

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    • Pinkgirl234 wrote: Let me list down the updates that have been to some old cards. This not all of them though:

      • Medulla Nebulla now gives you 2 brains instead of 3.
      • Lily of the Valley's stats have changed from 1/3 to 1/2.
      • Immorticia's bats are now officially Amphibious for real.
      • Stompadon's brain cost went from 3 to 4.
      • Shieldcrusher Viking's stats changed from 6/5 to 7/5.


      I swear. Does PopCap really love Shieldcrusher Viking so much?? It went from having 5/5 to 6/5 and now 7/5!


      Also, what are anyone's thoughts on the updates done to some old cards?

      Medulla Nebula was good when it was 3-cost +3 brains.

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    • The Tidal Wave wrote:

      Pinkgirl234 wrote: Let me list down the updates that have been to some old cards. This not all of them though:

      • Medulla Nebulla now gives you 2 brains instead of 3.
      • Lily of the Valley's stats have changed from 1/3 to 1/2.
      • Immorticia's bats are now officially Amphibious for real.
      • Stompadon's brain cost went from 3 to 4.
      • Shieldcrusher Viking's stats changed from 6/5 to 7/5.


      I swear. Does PopCap really love Shieldcrusher Viking so much?? It went from having 5/5 to 6/5 and now 7/5!


      Also, what are anyone's thoughts on the updates done to some old cards?

      Medulla Nebula was good when it was 3-cost +3 brains.

      Indeed.

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    • Don’t forget buffing Snapdragon’s health. Okay, maybe it was a little frail for a Super-Rare, but did this REALLY have to happen?

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    • Honestly, this set is one reason I quit PvZH. (The other was unbalanced matchmaking). But if you start looking at budget decks, you'll see that (in a budget-deck only world) everything is balanced. ALL heores have a fair chance, even Z-Mech and Brain Freeze. My suggestion to Popcap? Turn all Super-rares and Legendaries into Tokens (so they can still be Conjured.) Let the meta balance itself out.

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    • Mental Skillness wrote: I don't really agree with your points, but let me say something; I don't appreciate talking like that in any discussion about balancing and judging. It's fine to be snobby and rude in a blog like that, but in a serious discussion where people can have opposing views (I disagree with nearly every review you had for every card), we respect yours and everyone's opinion, but I don't like you present them in a fashion that's not only pretty annoying to an extent, but it doesn't ask for valuable discussion, it asks for circlejerking and agreement, and I think speaking like that is a pretty good way to turn the discussion from levelheaded to toxic circlejerking.

      If you want to present your thoguhts in a good manner, don't constantly use overexaggerations, and call the cards names, it's not really that funny, and it's just kind of petty and once again, doesn't really contribute to any levelheaded discussion at all. I understand if you want to keep this style of speaking, but let me tell you one thing; If you ever get into a discussion or talk with a real player about things, and you do it like this, no one will ever take you seriously. They will mock you.

      I understand what you're saying, but it's still spoken in such a rude, petty and honestly hard to read manner. If yoiu ever want your opinion to be valued by people who really understand this game, this is not the way to go.

      Alright then. Sorry, I’m not the best when it comes to reviewing stuff in a “kind” manner.

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    • I'm not asking for you to be kind, card reviewers are very cut and slice with this, you can try to be funny, but then this is just too much of an attempt to come off as bold and overexaggerated.

      It's like adding paint to a canvas, if you add too much it's going to start soaking, and sticking out.

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    • Welp.

      My point being, all(or at least most) of the cards here are either underpowered or overpowered.

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    • Here's some changes I would suggest to this set:

      Marine Bean moves to Smarty: That way, it has bean synergy and better amphibious synergy.

      Grave Robber moves to Sneaky, no bullseye, 1 strength, 3 health, and gets 2 strength when a gravestone is revealed: Grave Robber benefits much more from Sneaky's gravestones, and also needs more specialized stats while also being a cheap and decent 1-drop threat.

      Zombie's Best Friend makes a zombie that costs 2 or less: It just has to be able to make an instant threat on the board, on top of being able to gain a cost advantage, since a zombie with 1-drop stats makes a 1-drop zombie makes it mediocre. 0-drops also create a bit of diversity.

      Buried Treasure doesn't decrease the cost of the conjured card: Along with being like the only 1-drop pirate, its ability becomes pretty crazy with Huge-Giganticus. Gaining a legendary is plenty enough, but decreasing its cost is overkill. There just needs more challenge to use the conjured card.

      Hunting Grounds only gives 1/1 when a zombie leaves it: Ok, along with gaining Hunt, simply placing a zombie on it already gives a free 1/1 boost. Hunt is an extremely useful trait, but the boost is simply too much, especially since zombies can be easily spammed on this.

      Savage Spinach doesn't require leafy plants to evolve: This makes it more usable in decks with few leafy plants.

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    • Another weekly discussion? The last one ended on January 11, and it is now... February 16? I had assumed that they were discontinued or something.

      The cards in this set were okay (rather uneven, yes), but admittedly this update did feel kind of rushed and lackluster. All these references to Neptuna, and she gets almost nothing. No new heroes, music, or even backgrounds. I wish that PopCap would try to make its set releases more like Galactic Gardens, a really good set and update, with new music, new heroes, and a generally exciting feel about it. But I think that things like nerfing Rose (accidentally?) by making Goat stronger, without adding a weaker Goat to replace it in Goatify, is really, really lazy. And Fusion is rather similar to Evolution. Also, when the next set comes out, I hope that it either better utilizes the "Hollow Earth" storyline, or has nothing to do with it, because to be honest I am getting tired of dinosaurs and Dino-Roar.

      Hey, at least it gave me a lot to edit!

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    • Triassic Triumph’s legendaries weren’t that impressive but they aren’t bad either, The nerf on Lily of the Valley, Nebula and Sow Magic Beans were the ones I don’t like at all.

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    • MN should cost 2 now, and Lily should cost 1. Sow Magic Beans could use a small buff, like "Conjure a Weenie Beanie".

      About the Legendaries, I'm thinking Apotatosaurus and Aloesaurus are the best for the plants, while ZDM and RR are best for the zombies.

      GK should be much better this set, as he can make some pretty good root decks now.

      Rotobega isn't as trashy as most think, with GS it can be an OTK card and a budget Starfruit.

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    • Zombot Dinotronic Mechasaur isn’t that impressive of a legendary, it costs 7 and is easy to remove by Solar, Smarty and Guardian classes.

      Apotatosaurus is a decent card yet not that great since it is a late game card and is hard to develop if your opponent is Aggroing you down. It suffers a lot against the Sneaky and Beastly heroes who have access to Pogo, deadly and Cheese shover.

      Aloesaurus is an okay card for 5 sun, yet again Beastly screws this so much with Sneezing zombie rendering its ability useless.

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    • Typical Beanstalk is horrible, it had a potential being a good card when it costed 4 and was played next to any plant to draw a card, now it’s just a useless piece of trash garbage if you aren’t running leafy synergy decks

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    • Are you kidding? Apotatosaurus is literally unstoppable once it gets on, since unlike Dark Matter Dragonfruit you can’t even Rocket Science it. Only Deadly, Cheese Shover, and Zombot 1000 can actually put it down, and keep in mind its ability could potentially conjure another Apotatosaurus.

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    • ZombotDinotronicMechasaur wrote: Zombot Dinotronic Mechasaur isn’t that impressive of a legendary, it costs 7 and is easy to remove by Solar, Smarty and Guardian classes.

      Aloesaurus is an okay card for 5 sun, yet again Beastly screws this so much with Sneezing zombie rendering its ability useless.

      Zombot Dinotronic Mechasaur should cost less and have better traits/ability. At least Zombot Plank Walker costs one more brain, but has Strikethrough, better raw stats, and good tribe synergy.

      I don’t see many, if any, people running Sneezing Zombie anymore.

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    • Zombiecrab wrote:
      Another weekly discussion? The last one ended on January 11, and it is now... February 16? I had assumed that they were discontinued or something.

      The cards in this set were okay (rather uneven, yes), but admittedly this update did feel kind of rushed and lackluster. All these references to Neptuna, and she gets almost nothing. No no heroes, music, or even backgrounds. I wish that PopCap would try to make its set releases more like Galactic Gardens, a really good set and update, with new music, new heroes, and a generally exciting feel about it. But I think that things like nerfing Rose (accidentally?) by making Goat stronger, without adding a weaker Goat to replace it in Goatify, is really, really lazy. And Fusion is rather similar to Evolution. Also, when the next set comes out, I hope that it either better utilizes the "Hollow Earth" storyline, or has nothing to do with it, because to be honest I am getting tired of dinosaurs and Dino-Roar.

      Hey, at least it gave me a lot to edit!

      Yeah, it was definitely rushed. If you take a look between when set 2 and set 3 were released and compare that between set 3 and 4...

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    • LordHelix990 wrote:
      Are you kidding? Apotatosaurus is literally unstoppable once it gets on, since unlike Dark Matter Dragonfruit you can’t even Rocket Science it. Only Deadly, Cheese Shover, and Zombot 1000 can actually put it down, and keep in mind its ability could potentially conjure another Apotatosaurus.

      let's give dark matter dragonfruit untrickable Oh.gif ​​​​

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    • PLEZ DUNT

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    • Who’s more OP, Apotatosaurus or Dark Matter Dragonfruit?

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    • Honest opinion on all the cards -

      Sapastree
      2,147,483,647 feet
      This is a long section. Click show or hide at the right of this template to display or hide the text.
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    • Lily8763cp wrote:

      Honest opinion on all the cards -

      Sapastree
      2,147,483,647 feet
      This is a long section. Click show or hide at the right of this template to display or hide the text.

      Is there any card you like?

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    • I’m counting the days until Rose becomes the next meta. First Green Shadow, then Nightcap, who knows when Smarty’s going to end up being he best class in the game? Except as of now it’s Hearty, because, well, you know who.

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    • goat just became really weird. it's why rose isn't the meta (yet).

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    • Insanitor101 wrote:

      Lily8763cp wrote:
      Honest opinion on all the cards -

      {{{section}}}

      Sapastree
      2,147,483,647 feet
      This is a long section. Click show or hide at the right of this template to display or hide the text.
      {{{text}}}

      Is there any card you like?

      Yes, if you read her post, you will see that there are indeed several that she likes, such as Killer Wale, Duckstache, Mustache Monument, and Buried Treasure, although she doesn't really like the rest of them. I don't think that she is too wrong.

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    • I think people are really underselling Pea Patch. It's very powerful with Gatling Pea, turning it into what's basically a Trickster with 1 extra health and double strike. People compare it to Pumpkin Shell, but the only time those two overlap is with Grass Knuckles, and even then Pea Patch is still better sometimes because of its cheap cost. Don't forget Leafy synergy. Play a Savage Spinach on top of the patch and not only will you have a boosted hand, you'll also have a 7/7. 

      paragraph 2 Unthawed Viking is also definitely something too many people are overlooking. Pirate Evolution. So Swabbies. You can disable your opponent's entire board as early as turn 4, and without having to sacrifice anything other than cannon fodder. Combine with Captain Flameface to really start wrecking. I think Impfinity pirate decks are going to be especially strong, since he also gets Grave Robber and Disco Dance Floor this set. 

      Final thoughts: Rotobaga.

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    • Rotobaga is a very interesting card! I love using it, especially when it's been boosted.

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    • Only Citron can use it efficiently; otherwise it’s possibly even worse than Zombie’s Best Tra-er, Friend.

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    • What about Green Shadow?

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    • I guess she can do some good buffing as well, but all the good Roots are in Guardian, not Mega-Grow.

      Nightcap can also use it as a one-turn glass cannon, I guess.

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    • Really, all you have to do is place Rotobaga in Bog of Enlightenment and you're good to go. Disabling the zombie in front of it while doing massive damage on the sides.

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    • Pair with Starch Lord is nice tho.

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    • This set released token cards as uncommon. Wh-Why? Just make Grizzly Pear, Sunnier-Shroom and other token from events as the events instead! And make Pear Cub and Sun-Shroom Uncommon, what's so hard about that? It's bullcrap that they have to release tokens as a filler uncommon,

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    • Ironic. Cyborg Zombie is Super-Rare, but Vengeful Cyborg is Uncommon.

      I don’t know if I should recycle my lone Cyborg Zombie.

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    • that too. I think Vengeful Cyborg and Cyborg Zombie SHOULD switch rarities. Then again, Vengeful Cyborg needs a totally new ability.

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    • Is there even a reason to use Turkey Rider anymore? Then again, it wasn’t that good in the first place.

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    • Cyborg works well with Dino-Roar since it basically suicides itself.

      Plus, unlike Vengeful Cyborg, Cyborg Zombie can cover some of the early game.

      btw can i point out how absolute trash vengeful cyborg is when you can place anything else on hunting grounds

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    • So yeah, Colossal Fossils and Triassic Triumph gave us tons of tokens turned into uncommons. They are running out of ideas. What's next? Electric Currant for PvZH?

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    • LordHelix990 wrote:
      Is there even a reason to use Turkey Rider anymore? Then again, it wasn’t that good in the first place.

      Turkey Rider is great on Hunting Grounds, and unlike other pets, it puts more pressure on the plant hero because it has a when destroyed ability. Plus, it is helpful in maintaining cards, since I think it is one of the few pets that can give you a card.

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    • why are a lot of people here hating on cards because they don't fit in with their favorite kind of deck?

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    • Leftovers needs some kind of buff somehow. Its just a useless pet card you get from some imp-pet. The imp-pet would be more useful if the leftovers weren't totally garbage. Maybe, all zombies here and next door gain +2/+2 this turn? Honestly though, the card is just not meant for hearty, its meant for neptuna and smash, and thats it.

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    • Shpore wrote:
      why are a lot of people here hating on cards because they don't fit in with their favorite kind of deck?

      Other than the Super-Rares, which really should be re-worked, some of the uncommons are so bad you just can't use them in the meta.

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    • GrucYord wrote:
      Leftovers needs some kind of buff somehow. Its just a useless pet card you get from some imp-pet. The imp-pet would be more useful if the leftovers weren't totally garbage. Maybe, all zombies here and next door gain +2/+2 this turn? Honestly though, the card is just not meant for hearty, its meant for neptuna and smash, and thats it.

      Yeah, compared to Going Viral, it is cheaper and has the pet tribe, but does not give frenzy, does not draw a card, and doesn't shuffle more of itself in the deck.

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    • GrucYord wrote: Leftovers needs some kind of buff somehow. Its just a useless pet card you get from some imp-pet. The imp-pet would be more useful if the leftovers weren't totally garbage. Maybe, all zombies here and next door gain +2/+2 this turn? Honestly though, the card is just not meant for hearty, its meant for neptuna and smash, and thats it.

      Leftovers giving all zombies +1/+1 still does not seem bad. At least for me. If a deck has a lot of Pet cards, including Zookeeper and Cat Lady, they will benefit from it a lot.

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    • Triassic Triumph was a good set, but I wish they could've at least made a comic on why Neptuna wants to invade Hollow Earth

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    • TohkaYatogami21 wrote: Triassic Triumph was a good set, but I wish they could've at least made a comic on why Neptuna wants to invade Hollow Earth

      Me too, looks like they stopped making comics now. Other than that, I just want to say... Apotatosaurus is absolutely nothing without Untrickable! One trait is already enough to make it quite powerful. Oh also, I don’t get it how the Fusion cards for Zombies are classified as... well.. zombies! It just doesn’t make sense to be honest, like a dance floor and a treasure chest classified as a zombie? Killer whale on the other hand might be alright though.

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    • My favourite Triassic card is Raiding Raptor.

      What about you guys?

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    • 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. 

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    • Ah, welp. Just realized how much I focus on the negative, to the point I sometimes forget about the positives.

      I consent that some cards are okay(like Duckstache and the Raptors), and others are still an ineffectual putz like Dinotron, but I see your point.

      Also, the person that wanted it run over by a truck was me.

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    • Yeah, I called you pessimistic because in the comment section of quite a few cards, I always see you complaining, and I always try to respond with somthing less pessimistic and more optimistic.

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    • To be honest, i'm hyped for these set (this and Colossal). But at least they changed something. I mean seriously, Grizzly Pear and Sunnier-Shroom as uncommons literally destroys the purpose of Pear Cub and Sun-Shroom as events, like it makes me wonder "Why do i have to bother collect Pear Cubs and Sun-Shrooms anymore?"

      Same goes for Goat? I guess. Goat was supposedly the Rose's curse to the zombie player. She punishes the player for having a strong zombie fighters, by turning them to goats. But now, it's like "Hey, i'm an uncommon now. Which literally breaks the purpose of "If that's supposedly Rose's generated zombie, should it stay on Token?"

      Don't get me started on Vengeful Cyborg, the 5-cost uncommon that's not even worth it because the battle gets too intense after turn 5, which makes these serve less combat purpose. Vengeful Cyborg has Hunt, which is not as useful as it is back in Turn 1, where you can use Dog Walker instead. Maybe if Vengeful Cyborg can boosts itself everytime it destroys a plant would be good enough to make it 5, otherwise it should be 4 cost 4/4.

      Typical Beanstalk is a problem of a card. It's like Magic Beanstalk gets super-nerf until it sucked. Well, that's what we have in a form of Typical Beanstalk. Also, having the ability as "If this is next to a Leafy, draw a card." seems pretty bad, i think Evolution works better, then again, it'll be a powercreep of Evolution ability to Bamboozle.

      I dunno. The old cards that turned into uncommons kinda broke the reason why they should be in Token. They're in Token mostly because they aren't supposed to be obtained easily, or it's a part of the Special cards from events that we need to have to get them. Grizzly Pear, Sunnier-Shroom, Leftovers and more from other cards literally breaks the purpose of collecting the original cards. Sure you can add them to make the deck has more than 4 of the cards, but it's not that original, in my opinion.

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    • IAmPlayer wrote: To be honest, i'm hyped for these set (this and Colossal). But at least they changed something. I mean seriously, Grizzly Pear and Sunnier-Shroom as uncommons literally destroys the purpose of Pear Cub and Sun-Shroom as events, like it makes me wonder "Why do i have to bother collect Pear Cubs and Sun-Shrooms anymore?"

      Same goes for Goat? I guess. Goat was supposedly the Rose's curse to the zombie player. She punishes the player for having a strong zombie fighters, by turning them to goats. But now, it's like "Hey, i'm an uncommon now. Which literally breaks the purpose of "If that's supposedly Rose's generated zombie, should it stay on Token?"

      Don't get me started on Vengeful Cyborg, the 5-cost uncommon that's not even worth it because the battle gets too intense after turn 5, which makes these serve less combat purpose. Vengeful Cyborg has Hunt, which is not as useful as it is back in Turn 1, where you can use Dog Walker instead. Maybe if Vengeful Cyborg can boosts itself everytime it destroys a plant would be good enough to make it 5, otherwise it should be 4 cost 4/4.

      Typical Beanstalk is a problem of a card. It's like Magic Beanstalk gets super-nerf until it sucked. Well, that's what we have in a form of Typical Beanstalk. Also, having the ability as "If this is next to a Leafy, draw a card." seems pretty bad, i think Evolution works better, then again, it'll be a powercreep of Evolution ability to Bamboozle.

      I dunno. The old cards that turned into uncommons kinda broke the reason why they should be in Token. They're in Token mostly because they aren't supposed to be obtained easily, or it's a part of the Special cards from events that we need to have to get them. Grizzly Pear, Sunnier-Shroom, Leftovers and more from other cards literally breaks the purpose of collecting the original cards. Sure you can add them to make the deck has more than 4 of the cards, but it's not that original, in my opinion.

      Eyespore is basically a 2-drop squash, with the only limitation is that you must play something on it imo. At least when you use it, you create a threat on the board, so it's not necessarily a 2-for-1 trade. The only problem I see with it is that it limits plant placement to basically one lane, which can be a predicament, since control decks using Eyespore aren't supposed to be offensive and play on an open lane. It also avoids Untrickable, but it's used much less often than before the Fossilhead nerf.

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    • IAmPlayer wrote:
      To be honest, i'm hyped for these set (this and Colossal). But at least they changed something. I mean seriously, Grizzly Pear and Sunnier-Shroom as uncommons literally destroys the purpose of Pear Cub and Sun-Shroom as events, like it makes me wonder "Why do i have to bother collect Pear Cubs and Sun-Shrooms anymore?"

      Same goes for Goat? I guess. Goat was supposedly the Rose's curse to the zombie player. She punishes the player for having a strong zombie fighters, by turning them to goats. But now, it's like "Hey, i'm an uncommon now. Which literally breaks the purpose of "If that's supposedly Rose's generated zombie, should it stay on Token?"

      Don't get me started on Vengeful Cyborg, the 5-cost uncommon that's not even worth it because the battle gets too intense after turn 5, which makes these serve less combat purpose. Vengeful Cyborg has Hunt, which is not as useful as it is back in Turn 1, where you can use Dog Walker instead. Maybe if Vengeful Cyborg can boosts itself everytime it destroys a plant would be good enough to make it 5, otherwise it should be 4 cost 4/4.

      Typical Beanstalk is a problem of a card. It's like Magic Beanstalk gets super-nerf until it sucked. Well, that's what we have in a form of Typical Beanstalk. Also, having the ability as "If this is next to a Leafy, draw a card." seems pretty bad, i think Evolution works better, then again, it'll be a powercreep of Evolution ability to Bamboozle.

      I dunno. The old cards that turned into uncommons kinda broke the reason why they should be in Token. They're in Token mostly because they aren't supposed to be obtained easily, or it's a part of the Special cards from events that we need to have to get them. Grizzly Pear, Sunnier-Shroom, Leftovers and more from other cards literally breaks the purpose of collecting the original cards. Sure you can add them to make the deck has more than 4 of the cards, but it's not that original, in my opinion.

      Well, I don't think it's that bad (for the token problem), I have no clue you brought up all of these other tokens to event cards, the only card that was seriously affected is turkey rider, and turkey wasn't a very popular card to begin with.

      Otherwise, it doesn't really affect anything. These uncommons are terrible and no one would use them, I'd much rather use Pear Cub than Grizzly Pear any day, and same for quite a few cards. No one would use vengeful cyborg over cyborg himself. Sure, it's unoriginal, I can give you that but it does not break the point, these cards aren't supposed to be hard to collect, they're just there to structure an ability while not necessarily existing in your collection, but some tokens definitely can exist, they just don't have to.

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    • Problem: The legendaries of this set are underwhelming.

      Proposed Solution: Remove the legendaries and make them into tokens.

      Problem: The de-tokenized cards are a terrible idea.

      Proposed Solution: Make them back into tokens and remove all gained abilities.

      Problem: Typical Beansalk is trash.

      Proposed Solution: Change its ability to "When you play a Leafy plant: Conjure a Bean.

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    • Problem: Typical Beansalk is trash.

      Proposed Solution: Change its ability to "When you play a Leafy plant: Conjure a Bean.

      Conjuring a Bean after playing a Leafy? That's not very typical.

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    • GravityWave wrote:
      Problem: The legendaries of this set are underwhelming.

      Proposed Solution: Remove the legendaries and make them into tokens.

      Problem: The de-tokenized cards are a terrible idea.

      Proposed Solution: Make them back into tokens and remove all gained abilities.

      Problem: Typical Beansalk is trash.

      Proposed Solution: Change its ability to "When you play a Leafy plant: Conjure a Bean.

      No, don't. Turning them into tokens literally makes no sense on every single level possible. Maybe in the most vaguest, blurriest world, where we only see the game from like 100 miles away, yeah I can see that, but this fails on clay tablets, let alone paper.

      The legendaries in this set aren't that bad, premium has worse legendaries (with the exception of a few). Making them into tokens makes no sense, why would you even do that? To make them conjurable? That literally doesn't help anybody, if they're so bad, why turn them into these cards that no one can have that you're punished by RNG for getting? It makes no sense at all, once again.

      If you have a bad card on yours hand, make them better, not worse for everyone, and since you're not on any kind of basic level of understanding how precise rarity placment is, I don't think you'd realize how game-breaking it would be to take just take away these cards from people, and leave the legendary slots empty for the sake of something that helps nobody at all.

      If you're going to say something crazy, and maybe even stupid to some people, you have at the very least explain why.

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    • I agree with the de-de-tokenization though.

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    • People say that Sunnier-shroom and Grizzly Pear invalidate Sun-shroom and Pear Cub yet fail to remember that Sun-shroom sucks anyways because of Twin Sunflower and Pear Cub is still better because of its ability to trade with a weak or weakened zombie and spawn a 5/4 several turns earlier.

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    • shieldcrusher viking didn't need his buff

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    • IAmPlayer wrote:
      To be honest, i'm hyped for these set (this and Colossal). But at least they changed something. I mean seriously, Grizzly Pear and Sunnier-Shroom as uncommons literally destroys the purpose of Pear Cub and Sun-Shroom as events, like it makes me wonder "Why do i have to bother collect Pear Cubs and Sun-Shrooms anymore?"

      Don't get me started on Vengeful Cyborg, the 5-cost uncommon that's not even worth it because the battle gets too intense after turn 5, which makes these serve less combat purpose. Vengeful Cyborg has Hunt, which is not as useful as it is back in Turn 1, where you can use Dog Walker instead. Maybe if Vengeful Cyborg can boosts itself everytime it destroys a plant would be good enough to make it 5, otherwise it should be 4 cost 4/4.

      I dunno. The old cards that turned into uncommons kinda broke the reason why they should be in Token. They're in Token mostly because they aren't supposed to be obtained easily, or it's a part of the Special cards from events that we need to have to get them. Grizzly Pear, Sunnier-Shroom, Leftovers and more from other cards literally breaks the purpose of collecting the original cards. Sure you can add them to make the deck has more than 4 of the cards, but it's not that original, in my opinion.

      Tbh, the advanage of Pear Cub and Sun-Shroom is that you pay less sun, to then get these better cards. Sun-Shroom and Sunnier-Shroom I guess you could want one over the other, but nobody likes Grizzly Pear for being a 5 5/4 Ambibious, people like that it comes from a 3 drop. Vengeful Cyborg was never that good. Why they didn't buff it even before it was an uncommon is beyond me. Regular Cyborg need to have some sort of risk and reward mechanic, because its a meh risk, awful reward right now.

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    • Is there a reason to use Banana Split, Lava Guava, Sun Shroom, Cyborg Zombie, Trapper Zombie, or Turkey Rider?

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    • Mental Skillness wrote:
      GravityWave wrote:
      Problem: The legendaries of this set are underwhelming.

      Proposed Solution: Remove the legendaries and make them into tokens.

      Problem: The de-tokenized cards are a terrible idea.

      Proposed Solution: Make them back into tokens and remove all gained abilities.

      Problem: Typical Beansalk is trash.

      Proposed Solution: Change its ability to "When you play a Leafy plant: Conjure a Bean.

      No, don't. Turning them into tokens literally makes no sense on every single level possible. Maybe in the most vaguest, blurriest world, where we only see the game from like 100 miles away, yeah I can see that, but this fails on clay tablets, let alone paper.

      The legendaries in this set aren't that bad, premium has worse legendaries (with the exception of a few). Making them into tokens makes no sense, why would you even do that? To make them conjurable? That literally doesn't help anybody, if they're so bad, why turn them into these cards that no one can have that you're punished by RNG for getting? It makes no sense at all, once again.

      If you have a bad card on yours hand, make them better, not worse for everyone, and since you're not on any kind of basic level of understanding how precise rarity placment is, I don't think you'd realize how game-breaking it would be to take just take away these cards from people, and leave the legendary slots empty for the sake of something that helps nobody at all.

      If you're going to say something crazy, and maybe even stupid to some people, you have at the very least explain why.

      Explanation: Ok, it was a little stupid. My reasoning is this: Many legendaries are these pieces of gold: Very pretty, but not very useful. You're right, turning them into tokens is a bad idea. But buffing them is just helping P2W decks. Removing legendaries from the game will make it still very complex. Rewarding the people who still have leggies with 4000 sparks will give those people a nice boost. I have found that recycling and crafting rares have made my decks much better.

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    • LordHelix990 wrote:
      Is there a reason to use Banana Split, Lava Guava, Sun Shroom, Cyborg Zombie, Trapper Zombie, or Turkey Rider?

      Banana Split can benefit off from Half-Banana, of which he creates two of, Lava Guava is overshadowed by Cherry Bomb, but it is cheaper, Sun Shroom saves sun for turn 3, Cyborg Zombie helps Dino-Roar, Trapper Zombie has Gravestone and is a pet, Turkey Rider also benefits Dino-Roar as well as being a decent pet zombie.

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    • LordHelix990 wrote: Is there a reason to use Banana Split, Lava Guava, Sun Shroom, Cyborg Zombie, Trapper Zombie, or Turkey Rider?

      Yes.

      Banana Split is not only a 4/4 Plant (which makes him able to do a lot of damage) but if he's defeated, he will leave two 2/2 Half-Bananas in the lanes next to him, which provides protection if said lanes are empty, helps with banana synergy, and boosts Muscle Sprout.

      Lava Guava does two damage to up to three zombies AND makes an environment. Very good against Imp decks, and helps get rid of a nasty zombie environment.

      Sun-Shroom is basically a mushroom version of Sunflower with 2 health that costs 2 sun. Not only does he have mushroom synergy, but if he survives a turn, he will turn into Sunnier-Shroom, whose basically a mushroom Twin Sunflower with extra health. If Sun-Shroom turns into Sunnier-Shroom, you have a major sun advantage. Who wouldn't want that?

      Cyborg Zombie is useful in the early turns to deter the plant hero from playing weak (stat wise) but powerful (ability wise) cards, like Lily of the Valley or Shelf Mushroom. Plus, when he's destroyed, you basically get a 5/5 science zombie with Hunt. No land/height lane is safe (most of the time).

      Trapper Zombie's main advantage is the element of surprise. If he's revealed, he can surprise the plant hero by replacing a plant environment with one that can damage plants BEFORE combat. That can be a game-changer, especially against mushroom decks.

      Turkey Rider may have average stats for his cost, but his ability is his ally. Sure, he needs to die for it to work, but him dying boosts Frankentuar and Valkyrie, PLUS it activates zombie Dino-Roar abilities. Not to mention that both Turkey Rider and his trick have pet synergy. You destroy him while there are Zookeepers and Cat Ladies on the lawn? You WILL pay for it (most of the time anyway).

      So those are some of my reasons why they're still viable cards, even with their tokens being Colossal/Triassic.

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    • This set was decent, but WAY too many filler "Token --> Actual Card" things. For example,           Sunnier-Shroom as an actual card just puts Sun-Shroom out of business, and the same goes for Grizzly Pear and Leftovers. Well, since pretty much all of the tokens are now actual cards, that leaves no more filler for Set 5! Yes! *makes Magic Beanstalk an actual card - everyone dies*

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    • Mrkitty025 wrote:
      This set was decent, but WAY too many filler "Token --> Actual Card" things. For example,           Sunnier-Shroom as an actual card just puts Sun-Shroom out of business, and the same goes for Grizzly Pear and Leftovers. Well, since pretty much all of the tokens are now actual cards, that leaves no more filler for Set 5! Yes! *makes Magic Beanstalk an actual card - everyone dies*

      It's better than Electric Currant, or Aloe.

      OHOHO LOOK AT THIS, DUDE.

      NONONONO... OHOHO...

      GHAHAHAHA...

      LOOK AT THE TOP OF ITS HEAD.

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    • Mrkitty025 wrote:
      This set was decent, but WAY too many filler "Token --> Actual Card" things. For example,           Sunnier-Shroom as an actual card just puts Sun-Shroom out of business, and the same goes for Grizzly Pear and Leftovers. Well, since pretty much all of the tokens are now actual cards, that leaves no more filler for Set 5! Yes! *makes Magic Beanstalk an actual card - everyone dies*

      That makes literally no sense, the tokens are literally worse versions than the cards they come from.

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    • GravityWave wrote:
      Mental Skillness wrote:
      GravityWave wrote:
      Problem: The legendaries of this set are underwhelming.

      Proposed Solution: Remove the legendaries and make them into tokens.

      Problem: The de-tokenized cards are a terrible idea.

      Proposed Solution: Make them back into tokens and remove all gained abilities.

      Problem: Typical Beansalk is trash.

      Proposed Solution: Change its ability to "When you play a Leafy plant: Conjure a Bean.

      No, don't. Turning them into tokens literally makes no sense on every single level possible. Maybe in the most vaguest, blurriest world, where we only see the game from like 100 miles away, yeah I can see that, but this fails on clay tablets, let alone paper.

      The legendaries in this set aren't that bad, premium has worse legendaries (with the exception of a few). Making them into tokens makes no sense, why would you even do that? To make them conjurable? That literally doesn't help anybody, if they're so bad, why turn them into these cards that no one can have that you're punished by RNG for getting? It makes no sense at all, once again.

      If you have a bad card on yours hand, make them better, not worse for everyone, and since you're not on any kind of basic level of understanding how precise rarity placment is, I don't think you'd realize how game-breaking it would be to take just take away these cards from people, and leave the legendary slots empty for the sake of something that helps nobody at all.

      If you're going to say something crazy, and maybe even stupid to some people, you have at the very least explain why.

      Explanation: Ok, it was a little stupid. My reasoning is this: Many legendaries are these pieces of gold: Very pretty, but not very useful. You're right, turning them into tokens is a bad idea. But buffing them is just helping P2W decks. Removing legendaries from the game will make it still very complex. Rewarding the people who still have leggies with 4000 sparks will give those people a nice boost. I have found that recycling and crafting rares have made my decks much better.

      Listen, after looking at your post history, you seem to be very new to the game, so I just want to recommend you this; These aren't the type of topics and discussions you want to get into. PvZ2 takes little to no understanding to really get, which I'm assuming where you and quite a few others (including myself) come from, but PvZH is extremely complex, and I think your analysis doesn't work on nearly every level from an experienced player standpoint. There will always be a "P2W" aspect to a CCG, There will always be bad legendaries and good legendaries, there will always be a negative to a positive in a CCG. you can't circlejerk your "I HATE P2WS" out of this.

      I just think you should just play the game than criticize cards because people who have been playing longer for having these cards, and you don't.

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    • idk but there just isn't that many banana fighters in the game for Half-Banana to benefit. B-Rex is ok, and the Double Strike is great with the added strength. Brainana can become a plant that can win you a game with an easy lethal, especially with added strength and Amphibious. The only problem is that these plants are just slow to play and the strength boost seems a bit insignificant, compared to other strength boosting cards.

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    • Banana Rex okay? Bananasauraus Rex is one of the best legendaries in the game.

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    • Mental Skillness wrote:
      Banana Rex okay? Bananasauraus Rex is one of the best legendaries in the game.

      I meant that the boost it gains from the Half-Banana is ok. The plant itself is still pretty good especially because of Double Strike.

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    • Ah. Well, at least half banana has alright stats so it isn't really horrible, just a not that great card.

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    • i've scrolled through blocks of text just to say







      i like the Untrickable stat everything else is okay

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    • Alright, it's late, so I just wanna run two ideas by you guys:

      New Typical Beanstalk: 1 Sun, 1/1, When Played: Draw a card. Probably more annoying/niche than feasible, but what the heck.

      Call of the Junkasaurus: 5 Sun, Pick a lane. Create a random Animal/Dragon Plant there, and set its stats to 4/5. A potent card that can get powerful cards in, but dampened by its randomness.

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    • Tecku wrote:
      Alright, it's late, so I just wanna run two ideas by you guys:

      New Typical Beanstalk: 1 Sun, 1/1, When Played: Draw a card. Probably more annoying/niche than feasible, but what the heck.

      Call of the Junkasaurus: 5 Sun, Pick a lane. Create a random Animal/Dragon Plant there, and set its stats to 4/5. A potent card that can get powerful cards in, but dampened by its randomness.

      New TB is pretty much a powercreep of Sage Sage, but that card is Solar and is much worse, so maybe it could work.

      Why can CotJ make a Dragon? If its Snapdragon, you suddenly can have 4/5 Splash Damage 3, which is very powerful, but more so if you get DMD, along with Splash 6, its ability which makes it impossible for the Zombie hero to use any tricks against it. Maybe make it cost 4, make a random card with Dino-Roar, set its stats to 3/3. 

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    • An idea:

      When you have at least three Mustache Monuments on the field: Gain a Macho Mustachio.

      Macho Mustachio

      Cost: 0 Brains

      Stats: 1/1

      Traits: Bullseye

      Abilities: Ignores Armored. When played: This does a bonus attack. When this does damage: This does a bonus attack.

      “Once killed a 1,048,576/2,097,152 Doubled Mint on his own, but it took a while.”

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    • LordHelix990 Lool!

      How about this:

      Dino-Roar: This does a Bonus Attack. Draw a card/Conjure a [insert tribe here]

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    • That mills you though.

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    • To be honest I don't really care for Turassic Triumph. But making Grizzly Pear, Half-Banana, Lil' Buddy and other cards that were token cards was a really stupid idea.

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    • I love how Shieldchrusher got some Beta-Trickster buff, if you pair it with Mustache Monument and Waxer, it is broken and insta-drain.

      I also love Smuggler. It is the only best common card and you can MUG it. You steal vital blocks from your opponent and add to yours. This makes Body Gourd and Mars Flytrap look bad really.

      Duckstache is crazy tbh. Mustache synergy is so good now.

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    • Zambiealex wrote: I love how Shieldchrusher got some Beta-Trickster buff, if you pair it with Mustache Monument and Waxer, it is broken and insta-drain.

      I also love Smuggler. It is the only best common card and you can MUG it. You steal vital blocks from your opponent and add to yours. This makes Body Gourd and Mars Flytrap look bad really.

      Duckstache is crazy tbh. Mustache synergy is so good now.

      Shieldcrusher viking didn't need the buff. He is over statted now.

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    • At least they didn’t touch his Health...

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    • Shpore wrote:

      Zambiealex wrote: I love how Shieldchrusher got some Beta-Trickster buff, if you pair it with Mustache Monument and Waxer, it is broken and insta-drain.

      I also love Smuggler. It is the only best common card and you can MUG it. You steal vital blocks from your opponent and add to yours. This makes Body Gourd and Mars Flytrap look bad really.

      Duckstache is crazy tbh. Mustache synergy is so good now.

      Shieldcrusher viking didn't need the buff. He is over statted now.

      Popcap got the Strength right, since a Mace does more damaging than a rubber chicken, but the health needs to be improved.

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    • Zambiealex wrote:
      Shpore wrote:

      Zambiealex wrote: I love how Shieldchrusher got some Beta-Trickster buff, if you pair it with Mustache Monument and Waxer, it is broken and insta-drain.

      I also love Smuggler. It is the only best common card and you can MUG it. You steal vital blocks from your opponent and add to yours. This makes Body Gourd and Mars Flytrap look bad really.

      Duckstache is crazy tbh. Mustache synergy is so good now.

      Shieldcrusher viking didn't need the buff. He is over statted now.
      Popcap got the Strength right, since a Mace does more damaging than a rubber chicken, but the health needs to be improved.

      Uh, no way. It's already scary enough without an increase to its health.

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    • I think a better buff would have been:

      When a Zombie with Bullseye hurts the Plant Hero, empty their Super-Block Meter.

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    • Can’t wait if Jurassic Rockpuncher would exist in this game

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    • ZombotDinotronicMechasaur wrote:
      Can’t wait if Jurassic Rockpuncher would exist in this game

      It would be chaos to be honest, it'll be like When this hurts a plant, destroy it. This would be even more dangerous with Frenzy.

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    • At first, I didn't see too much card potential with this set, but when I saw Lily Pad's ability, I have come up with a semi broken strategy only heroes that are part-sneaky can really counter: Apotatosaurus + Lily Pad + Tons, and I mean tons, of card drawing = Somwhat guaranteed victory.

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    • Well, really, you could do any Dino-Roar or a really strong plant. Just place Kernel Corn on a Lily Pad. You’ll see.

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    • LordHelix990 wrote:
      Well, really, you could do any Dino-Roar or a really strong plant. Just place Kernel Corn on a Lily Pad. You’ll see.

      Apotatosaurus has Untrickable. Relying on Umbrella Leaf isn't safe. although any hearty hero can move the plant, any sneaky hero can simply use amphibious and deadly, and any beastly hero can destroy it via cheese shover

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    • VeXJL wrote:

      LordHelix990 wrote:
      Well, really, you could do any Dino-Roar or a really strong plant. Just place Kernel Corn on a Lily Pad. You’ll see.

      Apotatosaurus has Untrickable. Relying on Umbrella Leaf isn't safe. although any hearty hero can move the plant, any sneaky hero can simply use amphibious and deadly, and any beastly hero can destroy it via cheese shover

      Toxic Waste Imp, the destroyer of all plants

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    • I still think this Apotatosaurus + Lily Pad combination could work well, but I know it will be nothing like OTK Valk or Stompadon decks when it comes to how powerful it is.

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    • DCT0473 wrote:
      I still think this Apotatosaurus + Lily Pad combination could work well, but I know it will be nothing like OTK Valk or Stompadon decks when it comes to how powerful it is.

      idk this combo is extremely expensive. A 7/7 on water that is not affected by tricks is threatening, sure, but it is hard to pull off and doesn't have as much potential as Mustache Monument + Valkyrie/Trickster.

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    • DCT0473 wrote:
      At first, I didn't see too much card potential with this set, but when I saw Lily Pad's ability, I have come up with a semi broken strategy only heroes that are part-sneaky can really counter: Apotatosaurus + Lily Pad + Tons, and I mean tons, of card drawing = Somwhat guaranteed victory.

      A 6-7 sun combo that does a lot of work? Who would've thought.

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    • DCT0473 wrote:
      I still think this Apotatosaurus + Lily Pad combination could work well, but I know it will be nothing like OTK Valk or Stompadon decks when it comes to how powerful it is.

      It's only for Green Shadow. Wasn't Grass Knuckles the better hero to use Apotatosaurus?

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    • Shpore wrote:
      DCT0473 wrote:
      I still think this Apotatosaurus + Lily Pad combination could work well, but I know it will be nothing like OTK Valk or Stompadon decks when it comes to how powerful it is.
      It's only for Green Shadow. Wasn't Grass Knuckles the better hero to use Apotatosaurus?

      Apotatosaurus is also good for Green Shadow Control (not like there's anything like that lol)

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    • I honestly think it works well with Chompzilla. Sun Strike, ramp decks to get it out faster, Instant-kills to detroy anybody blocking its way, you name it.

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    • Shpore wrote:
      DCT0473 wrote:
      I still think this Apotatosaurus + Lily Pad combination could work well, but I know it will be nothing like OTK Valk or Stompadon decks when it comes to how powerful it is.
      It's only for Green Shadow. Wasn't Grass Knuckles the better hero to use Apotatosaurus?

      Isn't that like saying that just because Brainstorm can use Valk the best, means that the other Crazy heroes can't use Valk effectively at all?

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    • GrucYord wrote:
      Shpore wrote:
      DCT0473 wrote:
      I still think this Apotatosaurus + Lily Pad combination could work well, but I know it will be nothing like OTK Valk or Stompadon decks when it comes to how powerful it is.
      It's only for Green Shadow. Wasn't Grass Knuckles the better hero to use Apotatosaurus?
      Isn't that like saying that just because Brainstorm can use Valk the best, means that the other Crazy heroes can't use Valk effectively at all?

      Uh he meant that that combo can only be performed by Green Shadow and he also suggests that Grass Knuckles has better combos.

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    • IAmPlayer wrote:
      ZombotDinotronicMechasaur wrote:
      Can’t wait if Jurassic Rockpuncher would exist in this game
      It would be chaos to be honest, it'll be like When this hurts a plant, destroy it. This would be even more dangerous with Frenzy.

      So... the Deadly trait, basically?

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    • Grizzly Pear: 4/10. It's just filler. Essentially a bigger Cattail. It's probably still okay to use Pear Cub.

      Pumpkin Shell: 7/10. Makes many things very powerful, has average stats for its cost, but not very unique and no synergy.

      Primal Wall-Nut: 7/10. Amazing, but the conjure ability isn't really needed (although it would make it less unique)

      Marine Bean: 3/10. 6/3 at most, would be better in Smarty due to Admiral Navy Bean.

      Loco Coco: 4/10. It's not too bad, but I would always choose Pecanolith over it.

      Hot Lava: 5/10. Filler, and only works with self-hurt (and Hibernating Beary is only capable with Spudow), but the first 1 cost environment for plants.

      Veloci-Radish Hatchling: 6/10. Lazy design (just a smaller hunter) but is cheap and has a decent ability, and the earliest dinosaur.

      Shelf Mushroom: 6/10. It's not better or worse than Berry Blast. It is in a class with Puff-Shroom which might help it so you can get an extra 2 damage on turn 2. Also, has the 2 main tribes of Kabloom.

      Strawberrian: 7/10. I don't like his visual design but his abilities are really good. Berry synergy is very good if you use him with Sergeant Strongberry and Shelf Mushroom.

      Veloci-Radish Hunter: 8/10. My favorite legendary from this set even if it's not the best. Very good since it is a 2/6 with an okay dino-roar.

      Half-Banana: 6/10. There are barely any bananas in the game. But it might work with Bananasaurus Rex.

      Typical Beanstalk: 1/10. lolno

      Pea Patch: 7/10. Often underestimated. Really good with Gatling Pea.

      Savage Spinach: 7/10. Can we get actual leafy synergy yet?

      Apotatosaurus: 10/10. 
      10d3dy3nj8801

      Primal Peashooter: 6/10. I feared it would be overpowered but it's okay.

      Lily Pad: 8/10. I really like it. The leafy conjure is probably just there so that you don't always use him on water.

      Rotobaga: 6/10. It's just not that good.

      Shrinking Violet: 6/10. It's good for getting rid of Sneaky enemies, but I don't like her redesign. What was wrong with her in PvZ2? Is this how she would have looked like in Jurassic Marsh?!

      Bird of Paradise: 7/10. Amphibious helps it a lot.

      Lil' Buddy: 6/10. Just filler. At least it's another 0-cost card.

      Sunnier-Shroom: 5/10. Umm... okay???

      Eyespore: 6/10. Its ability seems good, but it is ridiculously frail and better in later game anyways. If you don't use Lil' Buddy or Puff-Shroom on it, it costs as much as Whack-A-Zombie (or Shamrocket) or more anyways.

      Sun Strike: 6/10. It's finally another cool plant trick. But its design is so lazy. If its name and description weren't there we would think it was "Heal Strike" or something.

      Aloesaurus: 7/10. I would put it higher, but it makes another endless loop if you have Heartichoke on Planet of the Grapes. Ugh.

      Goat: 8/10. Great! But it's really only for The Smash and makes Rose's ability too weird.

      Vengeful Cyborg: 5/10. Could be a 4-cost. It's just filler.

      Killer Whale: 8/10. It's really good, like Lily Pad.

      Raptor Grounds: 8/10. Beastly is finally getting appreciation. This one might be good with Brain Freeze because Sneaky is about moving.

      Gargantuar-Throwing Gargantuar: 7/10. I never liked the other "X-throwing X" zombies, but this one is actually good. It can make a Zombot 1000 which still remains as my favorite card.

      Mustache Waxer: 7/10. It's a 1-cost 2/2 with a good ability, but since Zom-Blob was nerfed, it is balanced.

      Pirate's Booty: 4/10. What am I supposed to do wit this? Be Super Brainz/Huge Gigantacus and spam Swabbies? Spam a bunch of middle managers and then Stompadon as Rustbolt?!

      Mustache Monument: 7/10. Too good with Valkyrie. Although only Brainstorm can do it normally.

      Duckstache: 8/10. Some people really like him, everyone else thinks he's stupid. I think he can be good as a combo with Mustache Monument and Mustache Waxer.

      Zombot Dinotronic Mechasaur: 7/10. Unreliable but can be fun to play with.

      Trapper Territory: 5/10. Filler.

      Disco Dance Floor: 8/10. Can be really useful. Imagine playing Dr Spacetime on it.

      Grave Robber: 6/10. Might be better in Sneaky.

      Zombie's Best Friend: 8/10. I really like it. Please do not be mean to the doggo and support animal cruelty just because he isn't your playstyle.

      Headhunter: 7/10. More dancing synergy, I guess?

      Leftovers: 4/10. A worse Going Viral.

      Lost Colosseum: 6/10. This is a Smash thing right?

      Knockout: 6/10. This is a Rustbolt thing right?

      Turquoise Skull Zombie: 7/10. At least it is better than Ra

      Chum Champion: 7/10. Niche but useful when he is needed.

      Monkey Smuggler: 7/10. Kind of useful.

      Buried Treasure: 8/10. Imagine it with Unthawed Viking.

      Excavator Zombie: 7/10. Good for destroying enemy environments and maybe also preserving your own.

      Unthawed Viking: 6/10. I thought he would be OP but he is pretty meh.

      Raiding Raptor: 6/10. Scary but boring.

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    • Shpore wrote:
      (Insert super long text here)

      Unless rustbolt is a hacker, he can't use pirate's booty normally. :p

      Also, excavator zombie can't destroy enviorments.

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    • Pirate's Booty is a Brainy Trick, not a Sneaky Trick. Therefore, Rustbolt CAN use it.

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    • Iamarepeater wrote:
      Shpore wrote:
      (Insert super long text here)

      Unless rustbolt is a hacker, he can't use pirate's booty normally. :p

      Also, excavator zombie can't destroy enviorments.

      I meant bounce sorry

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    • Grizzly Pear: Slow card, basically a cattail that's vulnerable to cut down to size Pumpkin Shell: good stats, good fusion ability, it's a good defensive plant, works well with Pecanolith, but deadly zombies and removal cards like knockout can destroy the plant that got the buff from pumpkin shell Marine Bean: it can be a 6/3 but sometimes it can be hard to use it's ability, and it only get the strength buff, zombot's wrath can destroy it easily.

      Primal Wall-Nut: a card has 9 health untrickable is good, but it's ability is RNG-based, most of the cards that cost 4 or more would be slow in some situations, but it still a good card. Loco Coco: It's basically a bad wall-nut bowling, but the nut evolution ability is good, it's an anti-weed spray card, even though it can get destroyed by knockout, it can be a good card especially you make a ramp deck with it. Veloci-Radish Hatchling: It has no way to defend itself, so bungee plumber can destroy it easily even though it can become a 6/2 it can be killed easily in the late game without the use of Rocket Science or Cut Down to Size. Hot Lava: Go well with Pear Cub and Hibernating Beary, but it can be a bad environment, because it can damage your plants if they were weak. The only time you need to play this card is when the zombie hero plays an environment. Shelf Mushroom: Direct damage is great, because it can be a good finisher sometimes like berry blast, it can be a soft removal as well. Strawberrian: when played while Sergeant Strongberry is on the field, you can do 3 damage to 3 zombies, and you can get an extra berry blast when evolved. Veloci-Radish Hunter: it's basically a shroom for two/pair of pears card that has dino-roar, and it has 3 health, Supernoca Gargantuar can destroy them easily, it's a bad card under some circumstances. Half Banana: it's a good card if you're playing as captain combustible, since he has the most banana cards, and you can just play banana split to get more of these, bananasaurus rex could be a threat to the zombie hero because of it strength got boosted, although some of them would get destroyed by rocket or cut down to size but still pretty good. Typical Beanstalk: a really bad version of Magical Beanstalk, it's too slow and only draw a card if there's a leafy plant next to it. Probably the worst card besides pot of silver. Pea Patch: it's a really good tempo card, even though the card itself would get destroyed easily, but when you play big cards like savage spinach on the pea patch it can be a 7/7, and it would wreak havoc to the zombie hero. Savage Spinach: great used with pea patch, if you have a lot of plants in your hand while a leafy plant is on the field, it can be really useful, the buffed plants would wreck the zombies then do big damage, it also go well with repeat moss too. Apotatosaurus: Another RNG card, most root cards are good, you can draw a soul patch or even another apotatosaurus, also if it gives you a starch lord, apotatosaurus would get boosted a lot, but the only problem with it are the deadly zombies, and it's basically a 6-cost 6/6 with untrickable with dino-roar. Primal Peashooter: this is the best set 4 uncommon card in my opinion, you can boost this with the podfather, it would destroy and bouncing zombies, and you can stall for time with this card then you can bring out the big cards. Lily Pad: Yet another RNG card, it's good with green shadow, because if you're running savage spinach in your deck you can use it's ability to boost the plants in your hand. Shrinking Violet: it's a great counter to aggro decks, especially with imp decks, if the zombie hero swarm the field with imps, use this card to clear the field. Rotobaga: this is the best set 4 super-rare, this is best used with green shadow, even though it has no way to defend itself, but it can do 4 damage to the zombie hero, and if you boost this card with onion rings, fertilizer, embiggen, etc,... It would do lots of damage and can even finish off the zombie hero too. Bird of Paradise: This is a completer superior to quasar wizard, this can be used with plants with dino-roar, and you would get useful things like Uncrackable, Sunburn, Goatify, etc,... And it's also amphibious so it can be protected easily, and it's in the flower tribe so this can be used in conjunction with briar rose and flower power. It can be destroyed by rocket science but most of the plants superpowers are useful and it could be a game-changing card also. Lil' Buddy: Being able to heal for free is helpful, it would help you survive for a few turns and it could be used to protect your important plants and yourself. Sunnier-Shroom: Even though it has high health, rolling stone/weed spray would destroy it, and there are better cards to ramp up your sun, and sun-shroom can be slow too. Eyespore: Helpful to destroy zombies that causes trouble, but it doesn't have amphibious but it's still decent. Sun Strike: this is a good finisher, and could be compared to going viral, if you have a lot of plants on the field, sometimes it can finish off the zombie hero, and sometimes you could get another sun strike with it too. Aloesaurus: in my opinion it is a really OP card, and it has 7 health, if you're playing as zombies, then this is a very annoying card to deal with if you're not using a brainy hero, rocket science and deadly zombies can destroy it but the plant hero can protect it anyway, combine this with Pepper M.D. would make him a threat. Goat: Combined with cat lady and zookeeper it would be ridiculously OP because it's a 0-cost. Vengeful Cyborg: Too slow, even if it's a 5/5 with Hunt. Killer Whale: the stat boost is good but it only boost a zombie's health by 1 only, and just like lily pad, it's nice to give your minions the amphibious trait. Hunting Grounds: This just makes the beastly class OP, that class has 3 different environments now, it's a good environment, your zombies would get boosted over and over again which could overwhelm the plant hero. But most plant players can play around that environment though. I guess i can say it's a decent environment but not too good, the environment is good or not, it's depends on where the plant hero put their plants. Gargantuar-Throwing Gargantuar: It's too slow, but if you have some gargologists you can play them early, it's just another RNG card. And all the gargantuar cards are good, like the smashing garg, supernova garg and zombot 1000. Mustache Waxer: Mustache Synergy is what the zombies need, this card could get really tanky if you play enough mustache cards, and imposter does go well with this card too. Pirate's Booty: probably one of the worst cards in set 4, it's slow, it can draw up to 5 cards which you can get milled very easily. It just horrible. Mustache Monument: this is the card that can revive OTK Valkyrie, this would make professor brainstorm OP, this card is a must bring in OTK Valk decks or any other OTK zombie cards, because the plant hero has no way to deal with it, probably the best fusion card besides buried treasure. Duckstache: Works well with Mustache Waxer, you can get a lot of mustaches, you could even get cards like intergalactic warlord from it, if you're playing as Super Brainz then you can need to bring Dr. Spacetime to make the mustache cards from duckstache cheaper. Zombot Dinotronic Mechasaur: it's way too slow and has horrible stats but you can make a zoo deck out of this, even though ramp is dead but if you managed to survive to turn 7 (or just play a bunch of cryo brains to play them earlier), you can get bad zombies like ra zombie to zombies with the dino-roar abilities like Mondo Bronto, Stompadon, etc,... Or even Undying Pharaoh. And you need to always keep the water lane open, because you will get a guaranteed Mondo Bronto in the water lane because it's the only history zombie with amphibious. Trapper Territory: i swear it's like PopCap asking the community "You don't have all copies of the trapper zombie?" And then say "Well we just make trapper territory an ownable card so anyone can use this card at anytime." It's a "meh" environment, it's a 2 cost, it just like spikeweed sector for the zombies. Disco Dance Floor: In my opinion this is the most underrated card of set 4, even though it can't defend itself, but it keep doing damage to your opponent and sometimes it can finish off the plant hero, it's like berry blast, and unlike berry blast this card can used in conjunction with disco-naut, because disco dance floor can keep damage your opponent and they can't even block from that. It's a good card even when you don't play a zombie on it. You can just use rock wall if you're playing as Z-Mech. Grave Robber: It's a meh super-rare imo, even though his strength keep getting boosted by his ability, he can still die by berry blast and most of the plants can kill him easily, just like the Veloci-Radishses (counting both the hatchling and the hunter). And now plant heroes have lots of ways to deal gravestones, like cool bean and Winter squash, grave mistake, spyris, blockbuster and grave buster. So it's a meh super-rare but it's just my opinion. Zombie's Best Friend: it's ability is almost the same as quasar wizard but you make more zombies instead of getting superpowers. Even though a 2-cost 2/1 is bad, you can get something bad like baseball zombie/imp (1/1)/backup dancer/cardboard robot zombie/skunk punk to something good like disco-naut or quickdraw con-man. It just another RNG card. Headhunter: if you use this card's evolution ability, it can be a 5/6 bullseye. And you can just spam dancing cards to keep on damaging your opponent. Then you can simply finish your opponent off. Leftovers: a worse monster mash. It's basically a 2-cost storm front for zombies. Lost Colosseum: This is also a good fusion card imo, stat boosts are always good. And it would give the zombie played on it the frenzy trait, which means it can combined with ancient vimpire. Knockout: this is a really good removal card, this card can kill pineclones (although you can kill up to 2 at a time), and the important cards in the flower tribe (Briar Rose, Power Flower). Turquoise Skull Zombie: This is basically what Ra Zombie could've been, at the start of every turn, the plant player losing 1 sun is very useful in most situations, like for example, you're managed to survive to turn 8 while turquoise skull zombie is on the field, it could prevent them from playing Dark Matter Dragonfruit/Astro Vera/Kernel Corn. The same thing goes to Great Zucchini, Wall-Nut Bowling and Cornucopia. It's like a bit of an anti-ramp card. Chum Champion: and just like knockout, it can nerf all of the plants on the field, then you do the sports evolution, which basically would destroy all plants that have 3 strength, if the plant hero plays pineclone, then you can wipe out all of them if they don't get boosted. Monkey Smuggler: this is a card where you're about to have lethal but your opponent's super-block meter is almost full, then you play this then you have guaranteed lethal, one of the best uncommon cards and really useful in most situations. Buried Treasure: The fact that it's a rare that can conjure a legendary card is amazing, it allows F2P players to play around legendaries they don't have yet, and i just want a card that is exactly like this card for the plants, since plants have good legendaries like Bird of Paradise and Aloesaurus now, even though it's an RNG card but at least you can get a good legendary like Teleportation Zombie, Zombot Aerostatic Gondola, or even Gargantuars' Feast, and the conjured legendary cost 1 brain less which is really good, if you want to use this card's ability, DON'T play it on turn 1 because your opponent have lots of answer for a 1-cost 2/2. Best Fusion card of set 4 in my opinion. Excavator Zombie: In my opinion, this card is way better than pogo zombie, because it can also bounce an environment which is really helpful, if you think your opponent have environment to replace one of your environments, you could just bounce it, it's unfortunate that it can't bounce the plants on heights and in the water lane, but it's still good, i would like some environments removals. Unthawed Viking: This card isn't that useful because it only freeze plants in the water and only the smarty and guardian classes has amphibious plants. But it's Evolution ability is what makes it a super-rare, just imagine you combined this with cryo-yeti, you can really make an OTK Cryo-Yeti/Pirate deck out of it, one of the best super-rares of set 4. Raiding Raptor: It has 4 health so it can survives for a few turns, and again, another RNG card, but you can get cards that cost 2 brains or less, you can get 1/1 zombies with no abilities to something like Lurch for Lunch if you're using an OTK deck, Barrel of Deadbeards, Rolling Stone (if you got overwhelmed by mirror-nut), etc,... But it's Dino-Roar ability could make this card into an OTK card, it gets +2 Strength when you draw a card, and if the raptor has enough strength then you could finish off your opponent by playing a bunch of cards that can make your raptor do bonus attacks. So what i think about set 4 is, is that 90% of all the cards in set 4 are RNG-based, like conjure, cards that make random plants/zombies, and stuff like that. And i think Zombie's Best Friend should be "When played next to a zombie: Make a zombie that costs 2 or less" so it could actually be a real balanced super-rare. Lily Pad, Primal Wall-Nut, Sun Strike and Raiding Raptor should changed to draw a card instead of the conjure ability, i don't want this game to have too much RNG, and i would rather draw cards from my deck that synergizes with my minions on the board than conjuring random things that sometimes give you cards that doesn't synergize with my deck.

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    • CamPhatLa wrote: Something really long

      Can someone please add a LongSection template to that, please?

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    • What's the deal with Bird of Paradise? No seriously, what is it? I find that its pretty hard to just put down on turn 5, because so many threats appear then. I know Rose can ramp to it much easier, but its so hard to just to put down that and only really feels like a win-more card when you can put it in safely. Some people are calling it one of the best cards this set, but I feel that Shrinking Violet is honestly the MVP (Most Valuable Plant) for Smarty here, folks.

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    • Naw, if anything that goes to Lily Pad. Have you tried Lily Pad + Poison Oak/Pecanolith/Apotatosaurus/literally any decently strong plant?

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    • The water lane is the hardest to deal with, so being able to put just about any plant there is pretty powerful. Similar story with Killer Whale.

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    • Bird of Paradise is meant to pour extra salt into your opponent's wounds late-game. It draws a card every turn. Not only that, but the cards are superpowers. It's amazing for maintaining card advantage with cheap tricks with great effect.

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    • And like I said, either I don’t draw it, I win before I get the superpower, I don’t get a good chance to use it, or it dies instantly.

      The one time it did conjure a superpower it conjured a Genetic Amplification that conjured a Pismashio.

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    • Then you must not be using the finisher correctly, or you have enough finishers.

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    • Honestly I think that Triassic triumph should have brought more cards to the table! (if you know what I mean!) I mean 15 cards is not that much compared to 50 in GG and CF. My favorite card of triassic triumph would be Aloesaurus for plants and Turqoise skull zombie for zombies. Overall my opinion is great update 7/10 just not enought cards for my taste. Thanks for reading!

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    • FirePea656 wrote:
      Honestly I think that Triassic triumph should have brought more cards to the table! (if you know what I mean!) I mean 15 cards is not that much compared to 50 in GG and CF. My favorite card of triassic triumph would be Aloesaurus for plants and Turqoise skull zombie for zombies. Overall my opinion is great update 7/10 just not enought cards for my taste. Thanks for reading!

      It is actually "50" cards for Colossal Fossils and Triassic Triumph each, if you count all the filler they had. Also, Galactic Gardens had "100" cards, counting its filler as well.

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    • should someone be closing this

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    • Probably.

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    • Maybe Monthly discussion is a thing, now?

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