Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20171009060954/@comment-29611741-20171029155528

CWJ-D wrote: KingPiggyXXI wrote:

catched Name: Super Grow-Tato

Class: Mega-Grow

Tribes: Root Stem Plant

Cost: 2

Stats: 2/1

Traits: None

Abilities: When played: Make a copy of a Plant on that Plant's lane, and they get +1/+1. End of turn: Destroy this Super Grow-Tato.

Set - Rarity: DR3 - Rare

"A farmer potato only shows his face one time." OP. Imitater and Pair Pearadise cost 4 and 5 and they just copy a played plant. This is an upgraded version of that and it doesn’t even have the downside of having to be played first and is much cheaper.

MegaStaraptor2003 wrote: Here are my ideas for plants and zombies.

---Plants---

Name: Ghost Pepper

Rarity: Event (Halloween)

Tribe: Fruit

Class: Smarty

Cost: 1 sun

Stats: 1/3

Traits: Amphibious

Ability: When destroyed, do 2 damage to each zombie here and next door.

"No one has seen what's under her cloak. Most likely something horrifying."

Name: Pod of Speed

Rarity: Super-Rare

Tribe: Pea

Class: Mega Grow

Cost: 4 sun

Stats: 4/2

Traits: Double-Strike

Ability: When played, plants attack first for the rest of the game.

"I am Sagitar, the Pod of Speed!"

Name: Glow-tato

Rarity: Uncommon

Tribe: Root

Class: Guardian

Cost: 1 sun

Stats: 0/1

Traits: None

Ability: When destroyed, conjure a Galactic Gardens card with a rarity of Rare or higher.

"This is the result of a Hothead spending 4 years on the Plantetary Guard."

Name: Starfruit

Rarity: Rare

Tribe: Fruit

Class: Smarty

Cost: 3 sun

Stats: 1/1

Traits: None

Ability: This attacks in every lane.

"Shooting Starfruit's less powerful cousin. Grew up on the dark side of the lawn."

Name: Eclipse Flower

Rarity: Legendary

Tribe: Flower

Class: Solar

Cost: 7 sun

Stats: 5/5

Traits: Strikethrough

Ability: When this hurts the zombie hero, conjure a flower, and its stats become 5/5.

"She only appears once every 100 years. Highly recommends using eclipse glasses."

---Zombies---

Name: Monkey Trainer

Rarity: Uncommon

Tribe: Pet Professional

Class: Beastly

Cost: 3 brains

Stats: 2/2

Traits: None

Ability: When this does damage, conjure a Zombie Monkey.

"He worked as a zookeeper. He got fired because he kept 3 Zombie Monkeys as pets."

Name: Zombie Monkey

Rarity: Token

Tribe: Pet

Class: Beastly

Cost: 1 brain

Stats: 1/2

Traits: None

Ability: When played on heights or an environment, this gets +1/+1.

"He's got monkey business to attend to."

Name: Pod Eater

Rarity: Super-Rare

Tribe: Monster Gargantuar

Class: Crazy

Cost: 6 brains

Stats: 6/8

Traits: Deadly, Untrickable

Abilities: When played, destroy all Pea plants. When a Pea plant is destroyed, this does a bonus attack.

"He loves having fresh peas and brains for dinner."

Name: Gargantuar Prime

Rarity: Rare

Tribe: Science Gargantuar

Class: Brainy

Traits: Bullseye

Ability: At the end of each turn, destroy a random plant.

"Zombots, assemble!"

Name: Bawk Bawk The Chicken God

Rarity: Legendary

Tribe: Sports Pet Imp

Class: Hearty

Cost: 5 brains

Stats: 2/6

Traits: Armored 2

Ability: At the start of each turn, all Pet and Sports zombies get +2/+2.

"Huge-Giganticus himself had sewn Bawk Bawk's costume using Sportacus spears."

---Heroes---

Name: Tall-Knight

Classes: Guardian, Smarty

Superpowers:

Signature: Iron Wall

Class: Guardian/Smarty

All plants get Armored 2. Draw a card.

Nut Party

Class: Guardian

Make 2 nuts with Team-Up in one lane. Draw a card.

Plantetary Vision

Class: Smarty

Conjure a Galactic Gardens card. It gets +1/+1 and Team-Up.

Small-Nut Daycare

Class: Guardian

Make a 1/1 Small-Nut with Team-Up  and Amphibous in every lane. Draw a card.

Braindalf

Classes: Brainy/Beastly

Superpowers:

Signature: Sheepish Spell

Class: Brainy/Beastly

Destroy a plant and play a 3/3 Zombie Sheep in one lane.

Brain Food

Class: Brainy

A zombie gets +2/+2. Conjure a Brainy card.

Call Of The Wild

Class: Beastly

Make Pet zombies in 3 lanes. Draw a card.

Alakazam!

Class:Brainy

Conjure 2 cards not from the Brainy or Beastly class. Ghost Pepper is a mini-Chickening. Needs a nerf.

So, the Pod of Speed makes Plants’ abilities and attacks be counted first? Doesn’t affect gameplay drastically, but still interesting...

With your buff, it’s a stronger PPM. Nerf it.

There’s a reason that strong effects are limited to strong plants/zombies that would still be powerful w/our them. Shooting Starfruit’s ability simply shouldn’t be on such a cheap plant, even if it’s a 1/1.

Eclipse Flower needs to be at least an 8-cost with the way it is right now, and even then it’d probably be OP. Maybe remove Strikethrough?

Monkey Trainer might be a bit UP. I think 2 brainz is fine.

Peas are hard enough to use, and now this!? Not to mention, it mismatches Traits and is OP for its cost.

Incomplete Zombie ffs...

Do I really have to explain why a 2/6 with Armored 2 that gives +2/+2 to itself and other Sports and Pet Zombies every turn for a mere 5 brainz is completely and utterly OP?

Another Guardian/Smarty? Really? Armored 2 is very powerful, yet you add card draw to giving every Plant it!? Even if it was a single-target Trick I’d not give it card draw too. Explain how Nut Party works. It could very easily be completely OP. Planetary Vision is a weaker but less limited Genetic Amplification (or whatever BC’s signature is called). Pretty UO IMO. And finally, a massively more powerful version of More Spore. I know that it’s UP, but this ability is overkill.

Sheepish Spell is too OP. Look at Rose’s and Chompzilla’s Signatures and try to adjust. Also, upgraded Galvanize in the wrong class, another probably ridiculously OP summoning ability(Although srsly look at Summoning and tell me you don’t see problems), and an odd take on Telepathy(not that this last ability is wrong).