All you other folks who are feeling burnt out on HS should stop sleeping on Plants vs Zombies: Heroes. It's really freaking good. Here's a copy and paste job from the email I sent to the Magic and Hearthstone email aliases at work the other day:
I've been playing PvZ for the past few months. A lot. I practically quit Hearthstone to play PvZ instead. Here are some reasons why I think its worth checking out:
Simple color pie design
On each side, there are 5 colors of cards. The symbol on the right/bottom here is for guardian cards. Each hero (10 plants, 10 zombies) can build a deck out of cards from the two colors they champion. So you can see that Wall-Knight is half guardian (half solar). This makes it pretty easy for beginners to know what they are up against. Solar stuff tends to be about ramping to larger threats and/or healing, and guardian you can guess what it specializes in from the name. Rustbolt up there is Brainy (sorta of the pvz zombies equivalent to blue in Magic) and Hearty (Buffing/high toughness/bruisers). It feels pretty equivalent to basically a Magic environment where all 10 guilds are reasonably strong (and the balance is another great thing about the game, but Ill get to that later, maybe), and you know, focused on the things that the 5 colors for each side focus on here. There is no milling in PvZ
Asymmetry
The game embraces the asymmetry of the plants vs zombies thing. You only ever have a match that is well
a plant vs a zombie. There are abilities (like team up, where you can stack multiple creatures together) that are plant exclusive, and others (gravestones, where the zombie is hidden/practically immune until he pops out) that are zombie exclusive. While there are some parallels in colors between plants and zombies (smarty plant color is roughly equivalent in some ways to brainy zombie color), the execution of each is very distinct. Both hearty and guardian minions tend to have big butts and high survivability, but the two play veryyy differently.
Turn Structure
One aspect of the asymmetry that weirded me out at first but Ive come to love is the turn structure. Every round goes the same way: First, its the zombie turn. They can only play creatures. Then its the plant turn, they can play creatures and/or tricks (spells). Then its the zombie turn again, but JUST for tricks (this is also the time zombies pop out of grave stones). After zombie tricks, combat happens. That means that zombies sort of have to telegraph that they are playing tricks, by leaving brains up. Its close to leaving land untapped for instants during your opponents turn in magic, but without actually having you act during your opponents turn. It also means some of the few cards that are identical for plants and zombies (both have in one color a 3 cost trick to draw 2 cards) are still functionally very different. For plants, you probably play that first on your turn if you are going to play it at all. For zombies, you cant play it until your tricks-turn. If you draw a zombie you can afford, tough, wait until your next turn.
Lanes
PvZ brings the lanes concept over from mainline PvZ, and it works sooooooooo well in a CCG that its made me retroactively angry about Hearthstones attacker-attacks-whoever-they-want design. Stuff generally just attacks whatever is across from it (some cards deal splash damage, etc to neighboring lanes). Your opponent plays something you dont want to hit your face? Play something across from it, or use a trick to remove/debuff/whatever it. Its that simple, and that is a good thing. During combat, attacks always happen from the leftmost lane first, proceeding to the right. This creates an intrinsic decision every time you play something that seems simple (left > right), but it gets complicated as the board state changes and as the shield gets involved (more on that next). Also important: the left most lane is always a heights lane, and the rightmost is always a water lane, with ground lanes in the middle (in multiplayer anyway, some of the single player scenarios have different boards). Various cards care about the lane type (and only amphibious creatures can go in the water lanes at all). Theyve designed around this board reallllly well. Against certain heroes, certain lanes are risky, because they have things they can do there (Green Shadow has a super power trick to deal 5 damage to the center lane). Some heroes just get no amphibious creatures, so they need to deal with the water lane through tricks or other methods.
The Shield and Super Powers
In the lanes image above, you can see both Green Shadow and Impfinity have shield charges remaining (and if I had to guess, I think Green Shadows just triggered and shes deciding what to do in response). Heres how it works: each hero has 4 super power tricks (1 cost tricks of very high power levels relative to that 1 cost). One of them is unique to that hero, the other 3 are shared with someone else. At the start of a match, you get one of these cards in your starting hand. The other 3 you get when your shield goes off. Each time your hero is hit, your shield charges up 1-3 charges (regardless of how much damage the hit was). When it hits 8, it triggers, blocking all of the damage that triggered it, and drawing you one of your remaining super power tricks. If the trick has a legal target, you can play it immediately, for free, otherwise it goes into your hand and costs 1 later. Honestly, smart play around the shield is possibly the most important factor in success/failure while playing. Manipulating the board so that your opponents powerful creature that you cant remove yet triggers your shield instead of dealing 7 damage to your face, while possibly also drawing you a superpower trick that you can use to remove that creature? Sooooo satisfying. Incidentally, shields also mean that self-healing your hero is WAY more powerful than it is in magic (even more than Hearthstone too, honestly, outside of like, Reno). One of the most powerful cards in the game is a 3 cost trick for plants that heals target for 4 and draws a card. Magic players might not think that card is good, but I promise it is. I run 4 copies in every solar hero deck Ive got at the moment (and would probably run more copies if I could!). It also goes without saying that the superpower tricks are themselves, hugely important to the playstyle/identity of a given hero. Learning the tricks at a given heros disposal and remembering what theyve used already is also huge. ¾ of Professor Brainstorms super powers are almost always worth playing turn 1, unless he happens to have another good 1 drop in hand. Electric Boogaloos super powers are almost all removal. Citron can make all of his plants invulnerable for a turn, and Wall Knight can make HIMSELF invulnerable for a turn. Neptuna can summon a 3/2 amphibious zombie octopus (for 1!). Being ready for what your opponent can do, and even being ready for the cards you might get when your own shield triggers is a big part of the game.
Balance
I have reached a pretty high rank in the ladder (Taco league, rank 43, I believe 50 is the top rank). I regularly play decks for all 18 of the heroes Ive unlocked (still need Spudow and Immorticia) in ladder. I regularly see decks for every single hero, at my high rank, in ladder. There are definitely match ups that are lopsided (Rustbolt has Hearthstone-priest style removal, easily removing stuff with power <= 2 or >= 4, so a Solar Flare deck centered around PineClonesturning all plants into 3/3s--wrecks my Rustbolt deck real bad). But every hero has a deck capable of earning wins at this rank. The shield/lanes design seems to do a lot to keep games competitive. I have a lot of close games. I won one last night with 1 health left and no shield charges remaining, and thats not terribly uncommon.
The ladder is purely a climb, you can't move down ranks, so when you hit a new rank, you can freely experiment with goofy decks with no downside. It hasn't reset in my time playing, so I don't know if they are going to do seasons or anything.
Cool freaking cards
There are some great cards in this game, both mechanically, and just from a PvZ silly flavor awesomeness perspective. The sumo jumped out to me early on as just a fantastic freaking card. He couples well with other zombies that can go in his deck (Arm Wrestler gets bigger every time a plant enters his lane, for instance). When a hearty zombie plays a gravestone turn 2, it might be sumo, could be something else, and the decisions around that guess are so fun. Do I want to block? Do I want to try to save a plant I already have on the board by playing something else where he might want to move that plant? Zombies have a couple board clears like the chickening (more rare for plants, usually ETB effects from a plant rather than a spell), and playing around them is always super interesting
especially due to the turn structure mentioned above. Rose Thorn has been so awesome for me to reclaim a lost board, particularly around turn 8 or so if I have a couple 1 drop flowers in my hand . Re-Peat moss is useful in a bunch of rapid-win combos, and generally is enemy #1 the second it hits the board (playing a gravestone zombie opposite it can also be a great stall if you cant kill it immediately with a trick, the gravestones block any bonus attacks while the zombie is still in it). Look at that sexy Ben Franklin mother fucker, just look at him. I have a theory that if I draw more than 1 card off a single Ben Franklin, I win. I think my record is 5 cards (I won).
Section of things I dont like
There are some things about the game that I dont like:
The currencies/sales/etc tactics of the game are aggressively mobile game rather than CCG. I wish they just had packs like Hearthstone, and that was it, but they constantly have different specialized pack offerings for cash/hard currency. It is confusing and difficult to tell what is the best bang for your buck, and also just generally a turn off (you can also watch ads for free gems too, blech). That said, I also feel practically no pressure to actually spend real money, though I suspect I will at some point largely as a support this game I like a lot gesture, rather than a need to stay competitive.
The way theyve crafted their quest/event timers is also very aggressively free to play, trying to get you to sign in and play a lot. You get a new quest (up to 3 max) every 3 hours. Your boost for the weekly events recharges every 4 hours. Thats some bullshit right there. That said, theyve tweaked the costs on the event cards and its fairly easy to earn 2 copies in a week without stressing about it too much, and that seems good enough for the most part (though there have certainly been a few event cards I'd run 4 of in a deck).
No spectating, and no PC client, so no streamers, which I know all the kids are into these days
Thats probably about it.