viernes, 14 de julio de 2017

Time Travel Wednesdays: Crazy Nuts! Gameplay

Forget Me Nuts is like Defensive End but cheaper, and as a plant, and as a nut, while Go Nuts makes all team-up plants get +1 attack! Enjoy!

martes, 11 de julio de 2017

Event Card Analysis: Trapper Zombie

Trapper ZombieH
Trapper Zombie is an event zombie card in Plants vs. Zombies Heroes, and a member of the Sneaky class. He costs 4 to play, and has 3/3. He has the Gravestone trait, and his ability makes a Trapper Territory environment when he is revealed. 


Trapper Zombie is used to destroy plants that have 1 in a lane. He acts similar to Fire Rooster, but creates an environment that does the same ability as Fire Rooster's ability. However, unlike Fire Rooster, the same ability is an environment and not part of a zombie, since it cannot be used on heights and only on the ground. But generally, it can be really useful for playing a 3/3 zombie, as well as removing plants with 1 or overriding a strong plant environment like The Red Plant-It or Venus Flytraplanet.

Additionally, he can benefit Brain Freeze with pet synergy with Zookeeper to increase strength or Cat Lady to boost her strength, since this is a pet zombie.

Two traps

Trapper Zombie can destroy your plants that have like Shroom for Two, Magnifying Grass, or Sunflower. Since this zombie is in a gravestone, you can destroy him very easily with Grave Buster to prevent him from playing Trapper Territory. Trapper Territory's ability is generally like Fire Rooster's, but since environments cannot be played on heights, you can play glass cannons on heights to keep them safe.

lunes, 10 de julio de 2017

Card Of The Week: Morning Glory

Morning GloryH
Morning Glory is a premium uncommon plant card in Plants vs. Zombies Heroes, and a member of the Solar class. She costs 1 to play, and has 2/2. She does not have any traits, and her ability gives her +1/+1 if 6 or more sun has been made on the turn she is played. 


Morning Glory has decent stats for a 1-sun cost plant. But when you have made more than 6 sun, she becomes even more powerful. While you can wait for the 6th turn, you can also play Sunflower or Sunburn to quickly make 6 sun. Combined with iher decent stats, spamming Morning Glory when you have made 6 sun or more is a cheap and effective way of dealing with zombies that have 3 health or less. However, many other plants can outperform her quickly in the late game.

Due to her decent stats for her low cost, you can also play her at the start of the battle to get some early damage off. However, other plants would be more useful, as her ability only activates when you make at least 6 sun.

Even without activating her ability, Morning Glory can be a hard plant to handle on the first turn, due to her having enough health to stand 1 damage, while damaging zombies that fight her.

Since she is very cheap as well, you may have a hard time if she is spammed, and especially if her ability has activated. Use zombies with 2 strength or more, or tricks like Rolling Stone, Weed Spray, or Bungee Plumber to take her out if her ability has not activated yet, and zombies with 3 strength or more if she has.

miércoles, 5 de julio de 2017

Event Card Analysis: Corn Dog

Corn DogH
Corn Dog is an event plant card in Plants vs. Zombies Heroes and a member of the Guardian class. It costs 2 to play, and has 3/2. It has the Amphibious and Hunt traits, and does not have any abilities. Its zombie counterpart is Dog Walker. 


Corn Dog can be treated as a Fire Peashooter, but one that can track down zombies and does not synergies with any tribes. It is advised to use stat-boosting tricks on it as it can be destroyed easily upon being attacked by a zombie during a combat. But with a 3 base, it is immune to Rocket Science and Rolling Stone. Overall, it is a good plant to guard against most treats such as Beam Me Up. Take note that it goes to the zombie's lane when that zombie is being played, which prevents threatening zombies like Copter Commando from directly hitting the plant hero during the trick phrase, so do not expect it to attack the zombie hero that often.

https://i.redd.it/n6m4y5in2t6z.jpg

Despite it having the Amphibious trait, you do not need an Amphibious zombie to counter it.
Use tricks like Beam Me Up to destroy it on the same turn or just play a zombie to drag it off to the ground. If not, tricks like Bungee Plumber can help counter its low health easily. Try to take it out or else it will mess up your strategies.

lunes, 3 de julio de 2017

Card Of The Week: Dark Matter Dragonfruit

Dark Matter DragonfruitH
Dark Matter Dragonfruit is a galactic legendary plant card in Plants vs. Zombies Heroes and a member of the Smarty class. It costs 8 to play, and has 6/6. It has the Amphibious and Splash Damage 6 traits, and its ability increases the cost of all zombie tricks by 6. This ability stacks with each Dark Matter Dragonfruit on the field, and persists until all Dark Matter Dragonfruits are removed from the field. Its zombie counterpart is Defensive End. 


This can be a game-changing card, turning the tide of the battle in your favor. Not only does it have high raw stats, coupled with the Amphibious and Splash Damage 6 traits, but it has an extremely powerful ability, namely making all zombie tricks cost 6 brains more. This makes up for a common weakness of tricks that can destroy plants. It can easily destroy three zombies in just one attack, thanks to its incredible Splash Damage.

Because of how powerful this can be, you should try hard to protect it. Playing in on the aquatic lane will keep it relatively safe, but also reduces its Splash Damage effectiveness. Green Shadow can use stat-boosting cards to help keep it alive and do even more damage (note that increasing its strength does not increase the Splash Damage). Citron can do an even better job at this with all of his Team-Up plants as well as health-boosting tricks. Rose can make use of plants such as Sunflower and Toadstool to generate more sun, allowing her to play this earlier and making it harder to deal with.

This is easily one of the most dangerous Smarty plants so far. Not only does it boast outstanding stats and traits, but its ability prevents you from playing tricks that could destroy it easily, like Rocket Science, for quite a few turns. Also, since plants play second, your opponent can simply play this without you knowing, especially when you spent a lot of brains on zombies, forcing you to have a mind-reading session with your opponent until you find out that they do not have this card in their procession. The best way to get rid of it is to use Deadly zombies. Combining many zombies with the Zombot Sharktronic Sub also works well.

If you are forced to use tricks, the cheapest option is Cut Down to Size, which can be played on the 7th turn if Dark Matter Dragonfruit is in play (or immediately if you get it with a Super-Block). A way to reduce the impact of this plant is by having Gentleman Zombies to give you some brains for tricks.