Hello guys. This is my version of heal combo deck.
The idea is to take a lot of damage (not 20 duh) and stall/use Galacta-Cactus to do damage to Zombie Hero as much as possible while not pinging the block meter until playing a Heartichoke+Venus Flytraplanet+Lil Buddies combo at turn 8.(if ur lucky its turn 5) If you want to get greedy, you can wait until your opponent plays a lot of zombies, and damage them a lot with a huge Ketchup Mechanic while Heartichoke is in Venus Flytraplanet. Beware of the superpower of the opponent hero though, as they can ruin your combo. If their superpowers dont work, wait until your health gets low and do it again!
0 Sun
(4x)Lil Buddies- Heal you for 2, and activates Heartichoke for a cost of 0 sun.
1 Sun
(4x)Photosynthesizer- Adds 2 health and conjures a Galactic Gardens Card. Can help in winning trades or stalling. It also adds some randomness + it can conjure a good finisher like Dark Matter Dragonfruit.
(2x)Galacta-Cactus- It is a pretty good aggro card as it is 2 bullseye and 1 splash. It will not synergize well with Lil Buddies though. Not running 4 because I’m broke on sparks lol
2 Sun
(2x)Grave Buster- Just some grave removal as if you don’t bring it, you will be in trouble with grave decks. Dead card if the opponent isn’t running graves though.
(4x)Doctor Pepper- Gets 2/2 when you or plants are healed. Can get good value and a lot of heals are going on, but deadly just kills it.
(3x)Spikeweed Sector- A pretty good environment and can be used as a decoy before you can deploy Venus Flytraplanet. It can also be used to test if your opponent has some environments and to guess what type of deck is he playing.
3 Sun
(3x)Whack-a-Zombie- I once played this deck without this and I used Morning Glory, but I found that sometimes the problematic minions are the one with less than 4 attack, so now I run this.
(2x)Ketchup Mechanic- Can get up to 6/6 and heals for 5 at max. Can be a finisher if Heartichoke is in Venus Flytraplanet. It can also save you in a pinch.
(3x)Shamrocket- Removes a zombie with 4 attack or more. It can save you at times or it can be used to reduce damage for a cost of 3! Very useful.
4 Sun
(4x)Venus Flytraplanet- One of the three cores of the deck. I usually deploy this first, and then do a Geyser+Heartichoke combo on turn 5. If I’m against Huge Giganticus or a deck with a lot of environments, I’ll hold on and play the combo on turn 8.
(4x)Heartichoke- One of the three cores of the deck. It is usually held onto until I deploy Venus Flytraplanet and a healing card to deal continuous damage to opponent’s hero until they block.
(1x)Wing-nut- Random card but it can be useful at times to prevent bonus attack from killing my hero or Heartichoke.
5 Sun
(1x)Astrocado- A random card again but a good finisher with 5 strikethrough and it can technically be infinite.
(2x)Doom-Shroom- It is here to prevent a loss when opponents play too much big zombies to deal with. It can do a field clear but it is a double -edged sword as it can also kill buffed up Doctor Peppers. It can also be used to BM before using Lil Buddies to finish your opponent lol
6 Sun
(1x) Cob Cannon- Can be played dry to debuff enemies and get a 6/6 on the field, but obviously playing it on Lil Buddies is a lot better as it just destroys a zombie. It’s also great as Lil Buddies have basically no use after deployed.
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