User blog:Lalocenteno09/BoardAbilities, Unused/Upcoming/Set-Less, and Cheat Cards!

Welcome, here, you can see the Cards Doesn't Appear In the Game, Called Unused, Jevel Features Transformed In Cards, or BoardAbilities/Gimmicks Cards, and the Cheat Cards!!

It will be Updating, now, in Unused, there are some of Set 2... (If you can help me explaining what the "???" Description one does, I'll be Glad) And some Ones are Missing to put there, like Buddy System.

Enjoy!!

--- BoardAbilities Cards:

354: At the Start Of The Turn, Do 1 Damage to All The Zombies. 355: At the Start Of The Turn, Do 1 Damage to All The Plants. 356: At the Start Of The Turn, Do 1 Damage to The Plant Hero. 357: At the Start Of The Turn, Do 1 Damage to The Zombie Hero. 358: At the Start Of The Turn, All Plant Fighters Gets +1/+1. 359: At the Start Of The Turn, All Zombie Fighters Gets +1/+1. 360: At the Start Of The Turn, The Plant Hero Conjures a Extra Card. 361: At the Start Of The Turn, The Zombie Hero Conjures a Extra Card. 362: At the Start Of The Turn, The Plant Hero Conjures a Random Card Of All The Game. 363: At the Start Of The Turn, The Zombie Hero Conjures a Random Card Of All The Game. 364: At the Start Of The Turn, Heals By 2 The Plant Hero. 365: At the Start Of The Turn, Heals By 2 The Zombie Hero. 366: At the Start Of The Turn, Heals By 2, All The Plants On Field. 367: At the Start Of The Turn, Heals By 2, All The Zombies On Field. 368: At the Start Of The Turn, Creates a Potato Mine On a Random Lane. 369: At the Start Of The Turn, Creates a Puff-Shroom On a Random Lane. 370: When a Plant Is Played, That Plant Gets +1/+1 In That Turn. 371: When a Plant Is Played, That Plant Gets Damaged By 2. 372: At the Start Of The Turn, Reduces by 1 Sun/Brain, All The Card Costs. 373: When A Zombie Is Played, That Zombie Gets +1/+0. 374: At the Start Of The Turn, Creates a Impfinity Clone On a Random Lane. 375: At the Start Of The Turn, A Plant, Zombie, Or One Card Fighter of the Both Sides, Does a Double Striker. 376: At the Start Of The Turn, The Plant Hero Gets +1 Extra Sun. 377: Same as 379, The When a Plant Destroy a Zombie, The Zombie Hero Gets +1 Extra Brain Permanently. 378: When a Plant Is Defeated, The Plant Hero Gets +1 Sun Permanently. 379: When a Zombie Is Defeated, The Zombie Hero Gets +1 Extra Brain Permanently. 380: When a Plant Is Destroyed, The Plants On Next Lanes/A Random Plant Gets +1/+1 381: When a Zombie Is Destroyed, The Zombies On Next Lane/A Random Zombie, Gets +1/+1. 382: At the Start Of The Turn, It Damages The Plant Hero By 2, and With Bullseye. 383: When a Zombie Is Played, That Zombie Gets +0/+1 Permanently. 384: When a Zombie Is Played, It Gets Deadly Permanently. 385: At the Start Of The Turn, All Plants Gets +1/+0 Permanently. 386: When you Get this Card, The Zombies On Field, Gets Deadly Only in That Turn. 387: At the Start Of The Turn, Creates a Lightning Reed On a Heights Lane. 388: At the Start Of The Turn, Creates a Lightning Reed On a Amphibious Lane. 389: When a Plant Is Defeated By a Zombie, It Heals By 2 The Zombie Hero Health. 390: When a Plant Is Played, Heals The Plant Hero By 2. 391: When a Zombie Is Buffed, It Heals By 2 The Plant Hero Health. 392: At Start Of The Turn, Do 1 Damage to a Random Zombie. 393: When a Plant Attacks/Destroy a Zombie, All Plant Fighters Gets +0/+1. 394: At the Start Of The Turn, Gives 1 Extra Brain To The Zombie Hero. 395: At the Start Of The Turn, Creates a Podfather and a Wall-Nut On the 2nd. Lane. 396: At the Start Of The Turn, Creates a Wall-Nut On the 2nd. Lane. 397: At the Start Of The Turn, Creates a Sweet Potato and a Pea-Pod On the Middle Lane. 559: When a Zombie Is Played, It Gains +1/+1. --- Unused/Upcoming Cards:

271: Inspire / Vegetation Mutation: A Plant Receives +1/+1 / All Plants on Heights and Environments get +2/+2. 272: Motivate / Escape Through Time: A Zombie Receives +1/ +1 / A Zombie can't be hurt this turn. Conjure a History card. 273: Flick-A-Plant / ???: Do 1 Damage To a Plant, or To the Plant Hero. 274: Flick-A-Zombie / ???: Do 1 Damage to a Zombie, Or To the Zombie Hero. 275: Get Well / ???: Heal 2, The Health Of a Zombie, Or To the Zombie Hero. 276: Rejuvenate / ???: Heal 2, The Health Of a Plant, Or To the Plant Hero. 277: Plumber / Bungee Plumber: Do 2 Damage To a Plant / Do 2 Damage To a Plant, or To the Plant Hero. 337: Blank Plant: Does Nothing, Only for Fill. 338: Blank Zombie: Does Nothing, Only For Fill 400: _Raptor Grounds_: When Played, The Zombies On this Lane, Does a Double Strike. 481: Pumpking: ??? 482: Kitchen Sink Zombie: ??? 507: Zombology Teacher: When Hurt The Plant Hero, Conjures a Brain in a Jar. 508: _Brain in a Jar_: ??? 509: Unused: ??? 522: Unwanted Gifts: When Played, Adds 5 Exploding FruitCakes To the Plant Hero Hand, They will be at the Deck's Top. 523: _Exploding FruitCake_: ??? --- Cheat Cards:

278: 0 PLANT CHEAT 0: When Played, Draw 5 Cards, Heal by 20 The Plant Hero Health, and Get 30 Sun. 279: 0 ZOMBIE CHEAT 0: When Played, Draw 5 Cards, Heal by 25 The Zombie Hero Health, and Get 30 Brains. 280: 0 CLEAN BOARD PLANT 0: When Played, Destroy All Fighters On Board. 335: Cheating Zombie: When Played, Draw 5 Cards, Heal by 20 The Zombie Hero Health, and Get 30 Brains.