Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20171009060954/@comment-24471175-20171107200244

Hihigocat wrote: Thinklogic wrote: Stonecutters wrote: Thinklogic wrote: Stonecutters wrote: Is it OP? Nope, Bullseye is a fairly weak/situational trait. It maybe UP if there are very few Cowboy Zombies in the game. Unsure if Space Cowboy should get Cowboy synergy as it already has 2 tribes.

Miscellaneous Stuff:

Sandbox Mode: Player vs AI mode.

The AI will play as a random opposing hero and can only play 1/1 teammates with no abilities. You and the AI get 200HP.

In this mode, a "Collection" icon appears in the bottom right which when tapped opens up your collection. You can tap any card in your collection to add it to your hand anytime.

You can also drag cards in your hand onto the collections icon to remove them. Experiment with cards and synergies as much as you'd like.

You cannot make any progress towards quests or event cards in this mode.

Card Draw Stuff:

Cosmic Root: Guardian

Root Plant

Cost: 3 Sun

Stats: 2/2

Armored 1. When Destroyed: Do 2 damage to a zombie here and Conjure a Root, it gets Armored 1.

Cosmic Pirate: Sneaky

Pirate Zombie

Cost: 4 Brains

Stats: 1/4

Gravestone, Anti-Hero 2. When Revealed: Conjure a Pirate, it gets Gravestone and Anti-Hero 2.

Cosmic Berry: Kabloom

Berry Plant

Cost: 3 Sun

Stats: 1/1. When Played: Do 1 damage and Conjure a Berry, it does 1 damage when played.

Investment: Hearty

Professional Trick

Cost: 4 Brains

Draw two cards. They cost 1 Brain less.

Antique Collector Zombie: Beastly

Professional Mustache Zombie

Cost: 1 Brain

Stats: 1/1

Conjure a token card. When you play a token: This gets +1/+1.

Bi-Bean: Smarty

Bean Plant

Cost: 2 Sun

Stats: 2/2

Teamup. When Played: If there's a Bean here, conjure a Bean.

Cybernetic Enhancements: Brainy

Science Trick

Cost: 10 Brains

Conjure three Science cards, they get Bullseye, Untrickable, and Portable. While in your hand: When you play a Science card, this costs 1 Brain less.

Note: The Portable trait allows the zombie to be played on both the Zombie and Tricks Phase without Teleport or Teleportation Zombie.

Nutcracker: Guardian

Trick

Cost: 2 Sun

A plant attacks with it's health instead of it's strength. Conjure a Nut. Yes, it's supposed to be just for Cowboy synergy, a card that shouldn't be played alone. About Bullseye, that's why he also gives +1 Strenght. About Space Cowboy, I think Legendaries are special enough to get three tribes, like Superpowers

Another thing, why don't you give your cards rarities? Would Rodeo Gargantuar count as a Cowboy? All cards I make are presumably Event cards unless I specify Legendary.

Also I had the idea for a Ketchup Mechanic counterpart. Slightly pricier but with traits added.

Underdog: Beastly

Pet Zombie

Cost: 4 Brains

Stats: 1/1

Frenzy, Amphibious. When Played: This gets +1/+1 for every plant and heal your hero for 1. it only makes sense. also great more beastly heal

(hearty does not need any healing) I chose to make it Beastly due to being a Pet, stat growth, and Beastly does have some healing cards.

I've already suggested many Hearty healing cards in the past like Brain Baker.

Brain Baker: Hearty

Professional Gourmet Zombie

Cost: 3 Brains

Stats: 2/5

End of Turn: Heal twice as much as the number of brains you have remaining.

Example: At the end of the turn, if you have unspent brains the Baker will cook them, then prompt you to select a heal target. They're healed 2 for every Brain the baker cooked.

Rustbolt could Medulla/Vender ramp brains with a Brain Baker, and at the end of the turn heal himself a ton.