Board Thread:Plants vs. Zombies Heroes/@comment-27053902-20170914000805/@comment-24471175-20170923162442

Mr. Boss-inator wrote: So I made a little list of changes to old cards that nowadays became so weak that people only use them until they receive a better replacement. I understand that basic cards need to serve the purpose of placeholders, but heck, some of the mentioned cards are received in premium packs, plus IMO the only cards that should be treated as placeholders are 1-drop 1/1s, because if this game wants to be balanced, direct upgrades should not exist. Also I want to come up with ideas for cards that have synergy with 1-drop 1/1s to completely remove the stereotypes of good/bad card. This list also provides some power creepers to give an example of why this card deserves a change and reasons for cards that don't really have obvious power creepers. Also I used the term "power creepers" for cards that turn other cards into "power creeps".

Pismachio - 2/4; Power creepers: Black-Eyed Pea, Sweet Pea, Jugger-Nut

Sea-Shroom - 3/2; Power creepers: Lima-Pleurodon

Pea-Nut - 2/5; Power creepers: Pismachio (with my buff)

Sizzle - 4-drop; Power creepers: Squash

Fire Peashooter - Pea Evolution: this does a Bonus Attack; Reason: It's not a bad card, but not good enough

Shellery - 2/2; Power creepers: Upcoming Pear Pal change

Cattail - Team-Up; Power creepers: Sea-Shroom (with my buff), Laser Cattail

Vanilla - When destroyed: make a random Bean that costs 2 or less here (might change to "that costs 1" instead) (Magic Beanstalk is removed from the pool btw so don't think you can make that); Power creepers: There's just way too many

Smoosh-Shroom - 4-drop; Reason: Too bad for its cost

Smashing Pumpkin - 5-drop; Power creepers: 3-Headed Chomper

Drum Major - When played: if there's a Zombie next door, Draw a card; Power creepers: Moonwalker, Neutron Imp, Conehead (with my buff)

Copter Commando - If played when it's time for Zombies: You get 1 Brain; Power creepers: Shieldcrusher Viking (with both current and upcoming stats)

Conehead - 2/3; Power creeps: There's just way too many

Buckethead - 4/4; Power creeps: Overstuffed Zombie, Bonus Track Buckethead

Ra Zombie - Start of turn: Plant Hero loses 2 Sun; Reason: bad

And Lima should be 1/2 IMO

I'd love to hear some feedback as I might not be the best guy to tamper with "balance". -Pismachio would then be strong as it's a Cabbage-Pult that doesnt require heights to become 2/4. I'd keep it at 2/3 then add "This gets +1 Health when you play another Nut"

Sea-Shroom: Corn Dog is also a power creeper, but Hunt can be treated as a downgrade in many cases as it allows your opponent to control where it goes..

-Sizzle: I agree, but the same should be done for Cakesplosion. 3-cost 4 damage to a plant.

-Drum Major is now Typical Beanstalk. Fair enough

-Vanilla sounds a bit OP in a bean deck, as you can activate Admiral Bean and Bean Counter twice if you play it then it gets destroyed.

-Smoosh Shroom would be a 4-cost 5/4. Bit on the strong side

-Copter Commando: I suggested a trait recently in Teammate creation for Brainy called "Portable". Portable cards can be played on both the zombie and tricks phase (Portable tricks and enviroments can be played during the zombies phase)

I think Copter Commando should replace Hail-a-Copter and be a 6-cost 6/6 Zombie with Portable.

-Ra Zombie: Currently it's not worth the exchange. I'd make it "Start of Plant Phase: Plant hero loses 2 Sun" so it occurs both the turn when it's played and turns after that considering it has very low stats for a 6 cost.