Gargologist

Cost: 2 - Strength: 2 - Health: 3

Gargantuars cost 2 Brains less.

After years of studying Gargantuars in the wild, she's dedicated herself to telling the world they're just misunderstood gentle giants. So far, nobody's buying it.

2 thoughts on “Gargologist

  1. Weenie Beanie OP
    April 21, 2017 at 11:37 pm

    As a 3 HP Zombie that heavily rewards its survival, it is prone to dying. Thus, you don’t play this on turn 2. Rather, you bait out cards that kill Gargologist on turn 2. Then, you play Gargologist on turn 3 in conjunction with a 1-drop trick that will protect it. This will allow you to get up a Defensive End on turn 4. Against a Solar hero, turn 4 DE goes on heights so that he/she can’t remove it with tricks until turn 7. Guardian heroes should use Shamrocket to remove this, since DE will make Squash and Doom Shroom drain too much sun in most cases. Even if Gargologist survives to turn 4, Berry Blast will cost +2 sun for every DE on the field, making it so much slower than it otherwise is.

    The Smash, Neptuna, and Z-Mech have 5-Drop Gargs that love this card: Smashing Garg for The Smash, Surprise Garg for Neptuna, and Z-Mech wants Bunny Garg and Imp Throwing Garg. The Imp Thrower has gone a bit out of favor for the Bunny since the Eggs can be more rewarding if they survive, but it is still useful to have a few if the extra HP matters. Rustbolt loves this card the most, as he can Teleport it in on Turn 3 and completely bypass any means to remove it. Camel Crossing will also allow Gargologist to survive more hits, but Teleport is still better. 4-brain Wizards are good, but they need Teleport or any removal card to avoid confrontation. Sadly, Rusty doesn’t have a 5-drop Garg like his other Hearty homies, but oh well, it balances out the fact that he has Teleport.

    Reply
  2. Vannesswudi
    December 29, 2016 at 10:44 am

    When dose this zombie release?

    Reply

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