- 1 Morning Glory 4 When played: This gets +1/+1 if you made at least 6 Sun this turn.
- 2 Berry Blast 4 Do 3 damage.
- 2 Sage Sage 4 When played: If you made at least 6 Sun this turn, draw a card.
- 3 2nd-Best Taco of All Time 3 Heal 4. Draw a card.
- 3 Whack-a-Zombie 3 Destroy a Zombie with 3 Strength or less.
- 4 Lawnmower 2 Destroy a Zombie on the Ground.
- 4 Sour Grapes 2 When played: Do 1 damage to each Zombie.
- 5 Bluesberry 2 When played: Do 2 Damage.
- 5 Power Flower 4 Strikethrough Start of turn: Heal your Hero for 1 for each Flower.
- 5 Squash 4 Destroy a Zombie.
- 6 Cherry Bomb 3 Do 4 damage to each Zombie here and next door.
- 6 Dandy Lion King 3 When played: Damage the Zombie Hero for half their Health.
- 7 Grapes of Wrath 2 When destroyed: Do 6 damage to the Zombie Hero.
This deck has a 60% winrate against Diamond+ players over the course of 20 games.
It is the evolution of the “Final” form of my Cornucopia free Solar Flare control deck.
I know it looks bad to post the 8th iteration of this deck on this site, and that 60% is not a very high winrate compared to other boasts made on other decks. But deck building is a process, not an event. I’d like to thank the comments section of my previous post for pushing me to begin gathering actual data to improve the deck.
So let’s do the breakdown, mulligan, and matchups:
Superpowers: Play More Spore the moment you can. Clogging lanes and getting chip damage is worth it. Hold onto Scorched Earth until you can get good value for it. Sunburn is used only to remove a Zombie or burn face for fatal damage. We don’t care about the sun-ramp built into it, that’s gravy. Weed Whack is used like Sunburn, only can’t hit face.
Morning Glory: 2/2 for 1 is amazing. 3/3 is even better in the late game, when this deck shines. Play it on turns 1-3 to get some tempo, don’t play it on turns 4-5, and after turn 6, play it whenever it fits into your plans and sun budget.
Berry Blast: Great removal that can also go face. Use it to clear anything you need to early, or to force a block or to close out a game. More valuable than expected in the late game, specifically because it can go face.
Sage Sage: A card that I have ranted against in the past. Boy was I wrong. This card works as 2 damage removal/chump block in the early game, and is practically free in the late game. Sage Sage and Tacos make it easy to cycle in cards you need, rather than early game filler.
2nd-Best-Taco of All-Time: Heal keeps us in the game until we can close it out. Cycles itself which is awesome. Can be used to save a vital plant if your own health is high enough.
Whack-a-Zombie: Very helpful early game removal. Handy on early game 4 health cards like Imp Commander.
Lawnmower: Because we can’t fit 6 Squash. Still, can clear anything placed in 60% of the board.
Sour Grapes: Not only useful anti-aggro (punish all those 1 health Zombies) but can also trade with a 3 health zombie at the same time. Remember that sometimes you do need the body on the table, and don’t hold back waiting for the perfect moment.
Bluesberry: Can clear 5 health zombies if needed. Can 2 for 1 against lower health zombies. Can even hit face to end the game. Amazingly useful card
Power Flower: Strikethrough, heals, perfect statline to avoid any removal but Locust Swarm. There’s a reason this deck runs 4.
Squash: Remove anything.
Cherry Bomb: One of our few cards that can get a favorable card trade. Can 3 for 1 if the enemy is foolish. The key to this card is judging whether you can take the damage from the enemy zombies now to setup a favorable trade next turn, or whether you need to burn this card to take down the threat.
Dandy Lion King: Makes up for the lack of early/midgame by dealing 5-10 damage. Don’t let the initial damage get superblocked. There are 3, so the deck is expensive, but to actually threaten the opponent, we need to get a DLK on the board at some point in the match.
Grapes of Wrath: If you’re playing one of these, you’ve typically won and are just closing out the game. If your opponent bounces it, just play it again. If they remove it, you just dealt 6 face damage.
Mulligan: Pretty simple actually, pitch Tacos and anything costing 5+. Even if all you have is 3 cost cards, your superpower and draws can typically take you to the midgame.
Matchups: Weak against Tempo and Aggro like: Neptuna Graves and Superbrainz Face. Weak against Teleport decks like Valk OTK and Prof P2W. Strong against decks that require minions like Rustbolt Science, Rustbolt Sports, Boogaloo Dance and Smash Buff.
Some quick points to address: I don’t like Cornucopia because I consider the card too RNG heavy to close out games reliably. I don’t use Sunflowers because testing has found their ramp useless in this deck. I don’t use mushrooms because they die to board clears too often. I don’t use Kernel Corn because the deck wants to maintain card parity with the Zombies, not punish those who over-commit.
Let me know what you think, what your own results are, and how you’d tweak this in the comments. And if you’ve read this far, why not like the deck to show that you enjoy in-depth guides like this one?
Thanks for reading this! Have fun!