- 1 Potato Mine 2 Team-Up - When destroyed: Do 2 damage to a Zombie here.
- 1 Shroom for Two 4 Make a 1/1 Puff-Shroom with Team-Up here.
- 2 Berry Blast 4 Do 3 damage.
- 2 Grave Buster 3 Destroy a Gravestone.
- 2 Hot Date 4 When played: Move a Zombie to this lane. When destroyed: Do 3 damage to a Zombie here.
- 3 Health-Nut 3 This attacks using its Health instead of its Attack.
- 3 Pear Cub 4 Amphibious When destroyed: Make a 5/4 Grizzly Pear with Amphibious here.
- 4 Pineclone 3 When played: Transform all Plants into 3/3 Pineclones.
- 4 Sour Grapes 2 When played: Do 1 damage to each Zombie.
- 5 Bluesberry 2 When played: Do 2 Damage.
- 5 Doom-Shroom 3 Destroy all Plants and Zombies with 4 Attack or more.
- 6 Dandy Lion King 3 When played: Damage the Zombie Hero for half their Health.
- 7 Grapes of Wrath 3 When destroyed: Do 6 damage to the Zombie Hero.
I have added 3x health nut and removed 2x Guacodile and 1x DLK. Health nut boosted our T3 play and smoothed out our curve. It is a nice early aggressor and good defender. it also synergized well with Pineclone and Doomshroom.
When you think of Spudow you will straight away think of Kaboom dominated Aggro mushroom pineclone or berry loop decks. Not anymore! With the newly craft-able Hot Date, Spudow can play control as well and he is pretty good at it! They are many cool synergies between offensive Kaboom and defensive Guardian, and it is fun to play with something different.
This is a relatively balanced deck with 22 Kaboom and 18 Guardian cards, with Kaboom being the main damage dealer and Guardian as the supporting class for control. I have tested this deck in ultimate ranked play for 80 games and have made a few changes along the way. The overall stats is 66 win -14 loss which is approximate 82-83% win rate. Quite a few games were lost due to my (alcohol induced) misplay and I think this deck can do better. Hope you will enjoy this guide J
This is a control deck so hold on to your cards and get ready for responsive play! Spudow does not have healing and card draw, so it is all about generate card advantage by playing smart. Do not play any plants (with exception of Pear cub in some circumstances) unless you need to remove a threat or block incoming damages. Try not to leave any small boides on board unless you can pineclone it this turn or next, and avoid filling up your opponent’s block meter with small hits and give them access to superpowers. Make your damages count! Stall early game with a range of control/removal cards and punish your opponent in mid/late game with Dandy Lion King or Pine Clone. Use GOW as an unforgiving finisher.
Potato mine x2: a great early defender, protect your strong plant in mid/late game, or team-up and Pine Clone!
Shroom for two x4: Do not play on Turn 1 unless you need to block a Mini Ninja or Tennis champ and maybe an Unlife of the party! Save them for Pine Clone as a pair of teamed-up 3/3 is a formidable force. Try to play it the same turn with Pine Clone for best effect, and watch out for that block meter!
Berry Blast x4: Standard 4x auto-include for any Kaboom decks. Great for removal and it is often used to finish off your opponent or proc their block meter for lethal so save it if you can.
Gravebuster x3: Gravestone decks are the strongest zombie decks at the moment so Gravebuster will come in handy in these match-ups. Use it to get rid of key gravestones (for example Pogo Bouncer) and disrupt their tempo, or clear a blocking grave for your GOW or teamed-up Pine Clones.
Hot Date x4: There are so many uses and it is never a dead draw. In early games use it as Berry blast on Toxic Waste Imp/Gargologist/Arm wrestler, or to block gravestones. In mid-late game use it to clear the path for GOW or turn it to a pineclone! A great control card and one of the best in the game.
Pear Cub x4: This is great for stalling and generate card advantage, and a good gravestone blocker. 90% of the time it will take 2 or more cards to neutralize this which is great value! It can also be used to discourage Barrel of Deadbeard/Firework zombie, and play it in water lane if you anticipate a Zombie high diver. However do it with caution as you don’t want a 1/1 to be filling up your opponent’s block meter. You can pineclone it later for value.
Pine Clone x3: This can be a very versatile card and serves a few purposes in the deck. Of course it it is best to play it when you have 4+ minions on board but dont be greedy! In early game even 2 or 3 pineclones can save your vs Aggro and stall the game until you can bring out the big guns. In mid-late game it recycles all your weak early defenders into resilient 3/3’s. It is also great to trick-proof your Grizzly pear and DLK from Rocket Science and your own Doom Shroom. Remember to term up when you can and watch out for your opponent’s block meter.
Sour Grape x2: a stealth killer. Use it to 1 for 2 or even 1 for 4 when playing against sneaky/crazy, and it is also very handy to pick off that 1 health zombie who survived a potato mine/hot date. It combos very well with a Turn 3 Pear cub against a 2/2 zombie (eg electrican/steath imp/toxic waste zombie etc) which clears the blocker for the 5/4 Grizzly pear.
Guacodile x2: use it primarily as removal. It will trade with pretty much every zombie including Defensive End, or even Octo-zombie. It can also be used to deal some solid damage in water lane.
Bluesberry x2: a 3/3 body is resilient to removal tricks, and 2 damages is very useful to removal a zombie or to proc your opponent’s block meter before a DLK or GOW hit!
Doom Shroom x3: The best removal trick for this deck and do not replace it with Sham Rocket! It can often wipe the whole board vs pet/sport/garg decks, or save you from a hairy Plankwalker RNG. Your plants will rarely be affected since you often have the chance to pineclone them first. The Doom Shroom and GOW combo is very cool and is exclusive to Spudow – save it for definite lethal 🙂
Dandy Lion King x4: this is the “Trickster” for plant and the core of this deck 🙂 often it is a guaranteed 7-10 damage upon playing, and could deal up to 14 (10+4) damage in 1 turn , just watch out for the block meter! It is perfect in setting up the game for an upcoming Pine Clone or GOW finish. With 4 copies you have a 40% chances of getting 1 in your starting hard, even if you mulligan them all away there is still a 58% stacked probability to draw 1 during Turn 2-6. Play it as soon as it is safe to do so. Dont be afraid to pineclone it next turn and protect it from rocket sciences.
Grape of Wrath x3: A solid finisher, and can also trade with a strong zombie such as Defensive End/Trickster and deal 6 face damages. Combos with Doom Shroom for 6 face damages.
Generally you would mulligan all 5+ sun cards. Ideally you want at least 3x 1-3 sun cards, keeping 1x 4 sun card or a DLK is fine. Keep Guacodile vs Beastly/Hearty, Pine Clone vs Hearty/Brainy, and Sour Grape vs Crazy/Sneaky, and DLK vs Brainy/Sneaky.
It is not an easy deck to play as it often requires you to predict your opponent’s next play and calculate your chances, whether you should use DLK/GOW or play removal, defence or lane clogging with pineclone. Protect your block meter and be mindful to your opponent’s block meter. you may also choose to take heavy hits in order to land your knock out punch, and some games can be very close. That is what makes this deck fun in my book.
Any suggestions/comments/questions are always welcomed.