





Hot take- Double Mint is a Very good plant and is like B tier.
My dawg is so underrated. I see him rot on the D and F tier of way too many tier lists.
I need you to think for a second- clear your head of all your precieved notions of doubled mint just look at stats and ability’s.
This is just better triceratops in almost every way.
Same stats. Has a faster growing. Has the same checks. But is Runs away with games much faster and easier in trade for the bullseye.
Don’t run fertilizer or any buff cards. Just let it do its thing. The problem is that people try to make a deck around double mint, which is a bad idea. All the issues with putting all your cards in to one and stuff. You have to put mint in a already good deck and it be a piece of the puzzle, not the whole puzzle.
Even if it gets removed later on by a rocket, that’s a positive trade, they rocketed a 2 drop. The key is that it is not that big of a commitment as you’re not investing cards into it. If it dies on turn 2, then it’s not the end of the world. We move on. The payoff is so much greater than the risk, and there’s plenty of ways to mitigate the risks.
It’s best with grass knuckles. Forgot me nuts and bonk choy are already great cards you run in every grass knuckles deck anyway. They synergize with Mint so much.
Bonk choy can protect mint from zombies trying to remove it with dry zombies, and can straight up kill a SpaceTime or teleportation zombie for example if fronted. Forgot me nuts protect it from tricks, completely shuts down beam me up on turn 2, and forces the opponent into a lose lose situation.
If it’s turn 2, and the opponent wants to bungee/ rolling stone but there’s a turn 1 forgot me nuts and turn 2 mint. They can only deal with one, and both are really impactful cards.
Mint loves the cheaper Expresso. It just wins games with such overkill damage. With grass knuckles, you run grave removal that would otherwise stop/kill mint.
There’s of course it’s bad match ups against like the Smash and electronic boogaloo and stuff, I just mulligan it out of my starting hand if I have it usually, it still has its purposes there too.
Public service announcement: YOU CANT FORCE A DOUBLE MINT. if it’s not the right play on turn 2 and you have like a cabbage or pea patch or whatever that’s better in that situation , play that instead. You have to play it at the right time. Turn 3 is a good turn to mint. Sometimes even turn 4. This card takes a bit of skill to use.
Here’s a deck with mint. Note- I never put a mint on a pea patch, or did a savage spinach to intentionally boost its attack specifically. The option is nice, but not investing so many cards into one is usually the better play.I found that despite its bad match ups against either the smash or boogaloo, it still proves useful as a body to cover for savage spinach. Say they nibble your mint on turn 2 Now you basically have the perfect body ever for a savage spinach. They won’t remove it. It will just grow health but have no attack, so you don’t lose anything. In other games, having a weak leaf body, like turn 6 mint then savage, or a turn 3 mint and a savage for example.
Doubled mint also has a gravitree effect where the opponent has to block it and face so many losing trades every turn that you just win. Very nice effect for a tempo deck that’s doesn’t always reach turn 6 for the tree that likes to brick.
Mint is such a good tempo plant. It applies so much pressure to remove it that it lets your other good plants swoop in and finish the game. People use it as a aggro card with all the buffs but that’s not a good way to play it, giving it is bad reputation. Please use him more.