March 2018
Resurrecting an old thread, it looks like. I started playing about a month ago, after the last expansion was out. Just hit 50, playing almost exclusively as zombies for PvP. My take is that overall it's pretty balanced between plants and zombies. BUT... the zombies require more particular decks and generally more rare cards to compete at the highest levels.
I say that, because it was quite a challenge against 40+ players as a zombie, though I eventually found decks that could climb the ladder. But they were custom-made decks and weren't very effective until I had most of the particular cards I was looking for. Fast forward to 50, and I just bought some plant heroes to fill out my set and have some fun. However, even though I had purchased quite a few packs and had decent cards on both sides, I had recycled most of my legendary plants to get better zombies. Even the ones often used in the decks I faced against the highest level plants. So I put together a mish-mash deck with Rose, with a little strategy built in, but also using some beginner cards... and I had no problem beating 40+ zombie players. I don't think it had to do with the skill of the players, and I did have plenty of experience playing as zombies, so I knew what I'd probably come up against. But ultimately I'd say the zombies don't have quite enough powerful non-Legendary/Super-Rare cards that you can build combos around (I'm looking at you, Venusflytraplanet and Heartichoke that's WAY too powerful and easy to get).
TL/DR: Plants really feel like easy mode, even though ultimately both sides can have good enough decks to win.
March 2018
March 2018
@puntwothreewrote:
4) People are distracted by big numbers. When we complain, we should all of us think long and hard about what’s actually killing us. This is a game to twenty, so it doesn’t matter that that Zomblob has 26 attack or that Pepper M.D. is a 26/26. A 4/4 Starfruit drooped on an open board is far more relevent.
a very good point
March 2018
Starfruit is easier to remove than a valk or zomblob using mo monument for one turn kill.
March 2018
Zomblob only does 1 point of damage using the mo monument. It gets buffed after the attack.
March 2018
March 2018
Plant decks with Wingnut are the main anti-valk decks, plus trying to make sure you don't charge the valk up if possible.
March 2018
Yeah, bounce or insta-kill works pretty well, too. I don't necessarily want the games to go on forever. Though I did just have a 23 or 24 round game with my Smash insta-kill deck against a plant insta-kill deck, and that was pretty fun. But I do generally like the games more that last at least a 'little' longer, and require a bit more tactics. Rush decks have their place certainly, but unlike a lot of other CCGs that mostly need overwhelming force and numbers to pull it off, PvZ is starting to get a lot of ultra-powerful cards that will basically win themselves.
I'm especially frustrated with the Combustible decks, as they're way too easy to put together, and really don't have much of a counter because of the turn order. Even if you manage to have an insta-kill card in your hand, along with a Bonus Track Buckethead on the field, Combustible can still break through and finish the game by turn 7 before you have a chance to counter. And since repeat moss works off of tricks, it's easy enough for the plant player to just put a deck together with 4 repeat mosses, every damage or buff trick they have, and they'll win 90% of the games. You're lucky to have anything on the field, and can almost never fill all lanes, though it wouldn't matter anyway.
Fortunately not many people play the truly cheap decks. And I think giving both plants and zombies a couple more options for reliable stalling cards would fix a lot of the problem. It's not really a good setup when only about half the heroes on each side can use the only reliable cards to stop the crazy one-hit-wonder decks.
April 2018
I always find the most frustrating decks to be Solar Flare decks. Most of the ones I encounter tend to be mostly direct damage and insta-kill cards, with only a couple plants thrown in. The result is that I keep playing zombies, and they keep dying, with no one actually losing health until after turn 10 or so. It's not that it's impossible to beat, but it's just frustrating to not have ANY of your cards have ANY effects. At least with powerful cards on the field, even if they end up wiping each other out, you still had some actual interaction!
April 2018