WK Guardian Strike (In-Depth Description)

Deck Info:

Taking all benefits from both Solar & Guardian which is Draw Power, Healing, and Team Up for Protection.

I have taken the best cards to deal Strikethrough damage to make the gameplay more efficient…

(Complete description and information about the deck is pending..)

Card Choices:

Morning Glory: Use this card mainly to cover monsters that have a low health or that could be an easy threat for your game and a defense that could last longer.

Potato Mine: Use this card to destroy low health Zombies or use it with Team Up to deal an extra 2 damage.  As well this card helps to protect your current plants on the field. Consider this card a +2 attack and your behind plant won’t be damaged (when on a regular damage fight).

Grave Buster: This card will help you to take one card from your opponent (as a placed Gravestone) and to mess their strategy.

Sage Sage: Use this card wisely as it will determine whether you want to cover a lane, destroy a low health zombie, or help you to draw a card.

Pear Cub: The new implement for the deck. This card is a +1 if you have it blocking a zombie that has 1 health.

Water Chestnut: Your main defender. This card will help us to cover your most important plants, or can also help you to cover one specific lane (including Amphibious). Consider this card a +8 health for your plants.

2nd-Best Taco of All Time: Besides healing +4 it helps you to draw. Whenever you feel you need to use this card, do so.

Jack O’ Lantern: Your main early game Strikethrough card, this card is so efficient when you already have it covered with a Water Chestnut as it will be attacking your opponent and your plant won’t be hurt.

Whack-A-Zombie: Just like Grave Buster, this card will help you to take card from the opponent.

Guacodile: This plant should be one of your main cards to destroy big zombies with a health +4 up to 8 as soon as your turn 4.

Doom-Shroom: Though many people will consider this card unnecessary for the deck as Jack O’ Lantern will constantly increase his attack, it has been helpful to get rid off some of the heavy zombies that the opponent can have. Consider this card a +1 if the opponent has more than 1 zombie with +4 attack to 8 as soon as your turn 5 and above (perfect solution after Zombot 1000).

Flower Power: One of your Strikethrough damage plants since it can help as a defense card along with a +1 or a +X health.

Squash: Helpful for advance game. It can destroy any zombie unlike Doom-Shroom.

Cornucopia: This card is actually for testing. It has been said that yes, it can cover your empty lanes and help you to go through the game (in case of a Team-Up it will summon a plant as well) but the fact of summoning random plants its something that I am reviewing. I was considering to have instead Three-Headed Chomper due to the destruction power.

Please share your comments and ideas to help improve this deck.










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15 thoughts on “WK Guardian Strike (In-Depth Description)

  1. Tyuiio565
    March 13, 2017 at 10:46 pm

    I want to add ShamRocket to it what can i change to help?

  2. justin
    January 7, 2017 at 7:54 pm

    How do you feel about wall-nut bowling in this deck?

    • Akherism
      January 9, 2017 at 12:04 am

      I have not yet been able to use Wall-Nut Bowling nor seen it in action.

      But whenever I get to think about the card, the following comes to my mind:

      1. I am limited to only ground lanes.
      2. I am spending 10 Suns for only 3 lanes.
      3. Sounds like I need to deal damage to big zombies, and I am limited to only 6 damage (I will not be able to destroy Gargantuars such as Zombot 1000, Wizard Gargantuar, or Rodeo Gargantuar, for this, might as well use Doom-Shroom).
      4. Sure, it is giving me 3 Wall-Nuts, therefore, my opponent will need to use more cards in oder to destroy my plants by attacking (but I feel like I am using already too many Team Ups to protect my plants).

      Though I would like to test it..

      And I ask kindly anyone that has this card to please give it a try in combination with this deck, and let us know how it goes.

      Again.. these are just my thoughts.

      • Nautilus
        January 11, 2017 at 8:19 am

        I am lucky enough to have access to 2x Wall-nut Bowling and 2x Cornucopia (all from opening multiple premium packs). 1 of each is what i currently use, but if i can only keep 1 i will keep Wall-nut Bowling and I might even sub out the Cornucopia for another Bowling (back to back Bowling would be so OP :D). Cornucopia can be great if you have an empty board, but random creatures can often be countered with cheap and mass removal tricks like rocket science and the chickening/weed spray. Wall-nut bowling is a much more solid game finisher and cant not really be countered (3x Gravestone on ground lanes is the only counter). chances are you would have held this in your hands for a few turns, so prepare in advance and dont rush it to use on Turn 10 unless you have to. place your plants and use your removal tricks strategically to make sure there are empty ground lanes, and the block meter is not near full. remember it is 18 damages + potentially 18 damage absorption in 1 trick. you wont often get to do the full 18 damage to the hero, but 95% of the time killing 1-2 zombies AND dealing 6-12 face damages are more than enough to finish the game. give it a try if you have it, it is brilliant!

  3. DangerousPie
    January 2, 2017 at 6:16 am

    I’m somewhat new to this game and I haven’t managed to get the Cornucopia, Jack O’ Lantern and the Doom Shroom. I’m aware that all of these are craftable, but it would take a while for me to obtain thousands of sparks, so I was wondering what I could use in the meantime.

    • Akherism
      January 4, 2017 at 2:05 pm

      Good question and welcome to the game.

      Instead of Cornucopia (As you want to have an strong plant on the board that the opponent will spend several cards in order to have it destroyed) you can use Tough Beets or any legendary card for Solar or Guardian.

      For Doom-Shroom, there is no real replacement as for what the damage can do to the opponent, but you could try using 2-3 Lawnmowers or 1 more Squash.

      For Jack O’ Lantern, you could use either Pepper M.D. as you can increase its attack when you heal, or even Hibernating Beary.

      Try having these in the meanwhile and make as many changes you need in order to have more synergy between the cards and your strategy.

      My best advice, add cards that you know how to use and that will take cards away from your opponent along with their strategy.

      Good luck and thanks for your support.

  4. DeckCreator
    January 1, 2017 at 9:03 pm

    Using this i get into ultimate league thanks for sharing man!

    • Akherism
      January 2, 2017 at 4:58 pm

      Thanks so much for the support and for helping us to test this deck.

      If there is anything that I can do, please let me know.

      Happy New Year!

  5. DeckCreator
    December 31, 2016 at 11:53 pm

    really good im using this without changes and im winning like everytime i play thanks for sharing it!

  6. RobertoPlays
    December 23, 2016 at 4:25 am

    What if you just dont have the time to get the event ones or you missed out on them, i dont have the time to get pear cub and wasnt around to get jack o’ lantern, What should i use instead

    • Akherism
      December 23, 2016 at 11:45 pm

      Good question,

      There is no real replacement for Jack O’ Lantern, though you could add Pepper M.D. for an attack progressive card (as you heal). By now Jack O’ Lantern is craftable, and if you are able to at least get 2 it will be perfect (which is the number that I am testing now).

      For Pear Cub, the main idea is to have a card that the opponent will be worried for and that can cover your Amphibious lane (as well that can deal damage +6). Try adding 1-2 Guacodiles (which can deal damage +8 when destroyed) and and replace your last slots with destructive cards such as Whack-A-Zombie or another Doom-Shroom.

      Let me know if this works for you and any improvements will be gladly taken.

  7. Zombie Ghost
    December 21, 2016 at 7:52 pm

    Something that’s surprising is that there isn’t any Pepper M.Ds in this deck to take advantage of the healing benefit

  8. Virtigen
    December 21, 2016 at 4:09 pm

    Finally ! a guy who uses my favorite card jack o lantern!

    • Virtigen
      December 21, 2016 at 4:38 pm

      also one problem… weed spray

      • Akherism
        December 21, 2016 at 11:44 pm

        You are right.

        Though out of all the time of me playing this deck (which has been over a month and playing more than 80 games), my field has only been affected 3 times.

        I realized when its better to play some cards. And when my opponent will use theirs.


        Before turn 3, I will only use cards such as Morning Glory, Potato Mine, and Grave Buster to block or cover the opponents game.

        And by Turn 3, I will place Jack O’ Lantern if my opponent has already used some of their Brainz, therefore me knowing that has no Tricks left over to play, so by turn 4, Jack O’ Lantern will end with 3 for attack.

        The Morning Glories I rather keep them after turn 6, and the same for Sage Sage.

        The only cards that could really be affected are Water Chestnut, Sage Sage (only needed for drawing power and few blocking), Morning Glory (before turn 6), Jack O’ Lantern (when summoned), and Pear Cub (which might end up for better).

        This is my point of view and the reason that I have chosen these cards.

        You tell me, what do you think about this?

        (P.S. Jack O’ Lantern its awesome! So glad we can craft it now)


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