Board Thread:Weekly discussions/@comment-25648422-20170723024923/@comment-29611741-20170727004610

Here we go...

Jumping Bean(7/10) - It's a 2-cost with a 3-cost ability and a strong Tribe(Bean) of its class for 5 sun. Average on paper, but in effect, you can spam mini-cannons and stall the attacker and/or protect your setup while placing a notable threat on the field. And never bounce this thing back.

Heal Zombie(4/10(GW1), 4.5/10(GW2)) - Sure, it's kinda cool, but Heal Beams and Mega Heal Bombs are too good, especially when you main a Heal Bombing Scientist. Same story in the first one, although a bit worse b/c we had Cheetah Heal Stations.

Magnet-shroom(8/10(PvZ1), 2/10(PvZ2)) - In the first game, this was one of the best plants ever. This negated like a quarter of all zombies' abilities, including a few otherwise truly devastating ones(Football, Jack-in-the-Box, and Ladder). It's only problem is when it recharges when a Digger is in an awkward spot in its range, which happens more often in the Endless gamemodes... And PvZ2? Absolute garbage against anything but small quantities of Kings and the Dark Dragon.