- 1 Wall-Nut 4 Team-Up
- 2 Hot Date 2 When played: Move a Zombie to this lane. When destroyed: Do 3 damage to a Zombie here.
- 2 Jugger-Nut 4 Armored 1, Bullseye
- 3 Pear Cub 3 Amphibious When destroyed: Make a 5/4 Grizzly Pear with Amphibious here.
- 3 Steel Magnolia 3 When played: Plants here and next door get +2 Health.
- 4 Bloomerang 4 Strikethrough
- 4 Briar Rose 3 When a Zombie hurts a Flower, destroy that Zombie.
- 4 Mirror-Nut 4 Team-Up - When your Nuts gets hurt, do 2 damage to the Zombie Hero.
- 5 Power Flower 3 Strikethrough Start of turn: Heal your Hero for 1 for each Flower.
- 5 Squash 1 Destroy a Zombie.
- 6 Laser Bean 3 Strikethrough
- 6 Three-Headed Chomper 3 End of Turn: Destroy all Zombies here and next door.
- 9 Wall-Nut Bowling 2 Make a 6 Health Wall-Nut with Team-Up in each Ground lane. Attack for 6 damage in those lanes.
- 10 Cornucopia 1 When played: Make a random Plant in each other lane.
This is a revised Wall Knight deck based on the original Wall Knight’s Strikethrough Defenders. Feedback from other users was taken into account and this deck has much better organisation and a clearer strategy than the original one. The two main focuses of this deck are defence and Strikethrough.
The Strategy Guide
Hot DateWhen played: Move a Zombie to this lane. When destroyed: Do 3 damage to a Zombie here.: This was originally Potato MineTeam-Up - When destroyed: Do 2 damage to a Zombie here., but I had it changed to Hot Date after receiving advice. This is a good card to use early, as it can kill most of the zombies in the first 2/3 rounds. Its ability to move zombies to its lane is also useful, as they can be maneuvered into better positions to be destroyed, such as Hot Date’s lane. Overall, this functions as an upgraded Potato Mine and is the best early game card to play.
Wall-NutTeam-Up: This is used throughout the game to defend the more powerful plants, particularly Strikethrough plants such as Laser BeanStrikethrough. The superpower trick Nut SignalMake a 6 Health Wall-Nut with Team-up. Draw a card. can also be used to create a Wall-Nut, with the added bonus of an extra card to be played.
Jugger-NutArmored 1, Bullseye: A useful card, as it has Armoured 1 and Bullseye. This can function as a semi-defensive card, but is best used for attacking the zombie hero, as the opponent’s block meter will not charge in this instance. It’s also useful against zombies with only 1 strength because Jugger-Nut will take no damage in this case.
Pear CubAmphibious When destroyed: Make a 5/4 Grizzly Pear with Amphibious here.: I originally intended to use Red StingerTeam-Up When played behind a Plant: This becomes 6/2., but later decided to swap it for this. Pear Cub itself is very weak, with only 1/1, however, when it dies the Grizzly Pear it creates is very powerful. This 5/4 plant is better (overall) than Red Stinger, as it can generally survive for a decent amount of time, whilst dealing high damage. You are advised to play this as soon as possible (potentially round 3) due to its cheap cost of only 3 sun for a really enduring plant that will more than likely dominate its lane for some time.
Steel MagnoliaWhen played: Plants here and next door get +2 Health.: This can be used for attack, but its primary use is to heal- when played it all plants around it gain +2 health, making it brilliant if played in the middle of a group, as it will greatly increase the overall survivability of the plant army!
BloomerangStrikethrough: The first Strikethrough plant available to play, Bloomerang can be played at round 4. It’s a great card as it can defend a lane whilst simultaneously hurting the zombie hero, so should be played as soon as possible and kept alive, at least until better Strikethrough plants can be played.
Mirror-NutTeam-Up - When your Nuts gets hurt, do 2 damage to the Zombie Hero.: Play this when many nuts are active to damage the zombie hero significantly over time. Try to keep it alive as long as possible to keep harming the hero.
Power FlowerStrikethrough Start of turn: Heal your Hero for 1 for each Flower.: A good replacement for BloomerangStrikethrough later in the match. Provided several flowers are in play, this card can heal the plant hero and damage the zombie hero (as well as any zombie in its lane) with its Strikethrough. Play this when you have lots of flowers to take full advantage of it.
SquashDestroy a Zombie.: There were 4 of this, but 3 have been swapped for Briar RoseWhen a Zombie hurts a Flower, destroy that Zombie.. The main function of this is purely an emergency zombie-destroyer. By this, I mean that Briar Rose is much more effective in this deck, but if there aren’t many flowers in play, Squash replaces it. Try to save this for a gargantuar or similar zombie, as they will take a lot of firepower to bring down.
Briar RoseWhen a Zombie hurts a Flower, destroy that Zombie.: Because this deck includes lots of flowers, Briar Rose is a really effective card to play mid-late game. If the zombies keep attacking your flowers, they will die quickly. To make full use of this card, play it as soon as is possible, and only have 1 on the board at a time.
Laser BeanStrikethrough: The best Strikethrough plant in this deck, Laser Bean is card that can swiftly destroy the zombie hero if played in groups; played on its own Laser Bean is still devastating and can survive a long time with its 6 health! Play as many of these as you can to control the board.
Three-Headed ChomperEnd of Turn: Destroy all Zombies here and next door.: Play this in the centre lane to destroy all zombie opposition on the ground at the end of each turn! This card should be played on turn 6, before any other plant at all, in order to stop the zombies gaining any kind of advantage in three different lanes.
CornucopiaWhen played: Make a random Plant in each other lane.: This card is extremely useful if you are losing late-game, as you get plants in every lane! This should be played if you have no minions in the field, as Cornucopia’s ability will work well. The minion itself is also powerful (6/6) so can be used to block a heavily-buffed zombie.
Wall-Nut BowlingMake a 6 Health Wall-Nut with Team-Up in each Ground lane. Attack for 6 damage in those lanes.: This balances extreme defence with extreme power; every ground lane gets a Wall-NutTeam-Up that can protect other plants, and each of the 3 Wall-Nuts in the ground lanes attacks for 6 damage. This means 18 damage total is dealt, giving a heavy advantage to the plants. Summon this as soon as is possible!
Bubble UpMove a Plant. It gets +4 Health.: This superpower trick works like Smoke BombMove a Zombie. It gets +1 Strength. except it gives +3 health instead of +1 attack. Use this when a plant is about to die, in order to move it out of harm’s way and boost its health.
GeyserHeal your Hero and all Plants for 4.: The 2nd of Wall Knight’s superpower tricks, this heals very well; it’s a must-play when many plants are low on health, as they will all regain up to 4 health. As a bonus, the plant hero also regains 4 health.
Nut SignalMake a 6 Health Wall-Nut with Team-up. Draw a card.: The final superpower trick, this works just like a Wall-NutTeam-Up, with the addition of granting an extra card. Use this in place of a Wall-Nut if you don’t have any.
Hope you enjoy this deck, and please leave a comment if you have any improvement ideas. Also, if you have the time, check out my other decks; every like and comment is greatly appreciated.
UPDATE 1: Swapped 2 Potato MineTeam-Up - When destroyed: Do 2 damage to a Zombie here. for 2 Hot DateWhen played: Move a Zombie to this lane. When destroyed: Do 3 damage to a Zombie here.. Replaced 3 with 3 Briar RoseWhen a Zombie hurts a Flower, destroy that Zombie. for better flower synergy. Finally, all of Red StingerTeam-Up When played behind a Plant: This becomes 6/2. have been removed and Pear CubAmphibious When destroyed: Make a 5/4 Grizzly Pear with Amphibious here. has replaced them.