Talk:Wild Unlife/@comment-34954846-20180404164822/@comment-34954846-20180405172157

Yeah, I know, Wall-nut looks overpowered in terms of heatlh for its cost. On the downside, it has no abilities (other than Team-Up) so it is perfectly fine for its cost. And also, Hearty heroes easily overpower it even with Spineapple, because Weed Spray and Rolling Stone exist.

The legendaries don't really matter, they're Legendaries and either have abilities that don't need to synergize with your deck (i.e. Wall-nut Bowling, Shooting Starfruit), plants that have zero synergy with your deck (i.e. Loco Coco evolution power is useless since you don't have nuts in your deck, Dark Matter Dragonfruit is useless in a non-anti-trick deck or if your opponent doesn't count on tricks (i.e. For Trickster, Papparazi Zombie, etc.).)

Water Ninja still doesn't deserve the rarity. Mini-Ninja is far better for the extra Anti-Hero strength it gets and the Sneaky class has nice moving techniques, it won't really matter. Whereas Water Ninja just has Amphibious to guide it, which is just 3 damage each time. You can't give it Bullseye if you're against Chompzilla, Solar Flare, and Captain Combustible, plus they have their own ways to deal with it.

Yes, yes. I know. But there are too many things that go wrong because of it. It does 8 damage to the Plant Hero each turn if they don't block it, which is a big pain in the... nvm. Plus, the Deadly trait gets past pretty much anything, except for Plants like Soul Patch who have Armored and can take many hits from it.

Grape Responsibility will only work with more complicated factors, and even this is still weak to Deadly (given the plant does not possess Armored). The two best options you can use it on are:


 * Plants with Armored
 * Plants with Health-Strength (Pecanolith, Health-nut, etc.)

and Going Green simply needs other plants, which won't be a problem as Wall-Knight due to C