Let's see:
Tristana destroys TF.
Heimerdinger can destroy Zyra plants all day long.
Heimerdinger also destroys Darius.
Nasus also destroys Zyra's plants.
As for laning phase... you didn't give Trist a support.
The lane you mentioned is oppressive but not undoable.
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You farm under your own turret so that Zyra's plants are auto destroyed by the turret (Plants are the only minion prioritized over lane minions by turrets)
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You consider taking Nullifying Orb/Sustain runes over damage runes, like Legend: Bloodlines instead of alacrity
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Your E procs on Zyra plants so you can also use them to wave clear (and they will be usually a safe distance from Zyra/MF)
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Once they are crowding your turret, you try to get to 6, and passively clear. Wait for Zyra to waste a Q/E, W jump behind her or MF, and R them into your turret. MF can't ult because it would kill her, and and Zyra can't stop to wait on cooldowns/attack either, because her skills have delays. Both of them are forced to either try to flash out, or run, while you punish them with a E full charge on one of them, and then reset your W to pursue the remainder.
Just because a lane is hard doesn't mean there isn't a tactic to beat it.
None of the champ matchups you mentioned are DURABLE. Anyone can take advantage in the gaps of their skills to kill them even if the 1v1 lane situation is bad.
The most oppressive team compositions are actually those who have sustain tanks, with high HP, like
, vs a team of mages who do DoT. The mages find it harder to rush Grievous wounds, so the tanks generally get to do their job uncontested for a large portion of the game, and by the time Grievous wounds enters the picture, it's usually already too late. The tanks also create fundamental barriers to killing the adcs or whatever assassins they have, who both have no trouble killing DoT mages.
is really the team I never want to see myself on, because it specializes in one pattern, easily negated by one item:
, Second wind Rune, and something like
's Sadism.
Even though these three mages are generally showstoppers, in this instance they can rarely do anything until 4 + items involving
, which is too late in the game to be making an impact.
I'll give you a little pointer on Zyra:
Her plants have a soft auto detect range of 500. Unless Zyra hit you with Q or E, 90% of the time the plants won't target you, and you outrange them. If she hits you with a skillor auto attack, then they have an attack range of 750 which does outrange you. So.... keep minions within a reactive 500 range of where Zyra might throw some plants, and make sure she misses with her Q and E.
If Zyra hits nothing but spawns plants, or hits minions, it's going to drive her Gold income to a halt. She can't practically kill minions AND generate gold off her support item, but her plants often do that.
6 minions = a 1 minute 12 second timer delay on her charge regenerations. Get her to kill minions and she will fall massively behind, and it affects her adc too. The Frostfang has an indefinite penalty on it for killing minions until they reach 500 gold on it. It's why some supports don't finish the item for 18 minutes while good supports can finish it in 8 minutes. Zyra's one of the few you yourself can play a role in delaying.
Tristana outright counters MF btw. It better be a very creative MF to beat a Tristana.