User blog comment:TSRITW/If PvZ2 Plants were in Heroes/@comment-27385163-20171006094421

Multi-Class cards is something I really do not want to see in this game, simply because it ruins the diversity set up by the class system, and the classes are obviously meant to segregate them from other classes, so that there are rules and boundaries to go by, and I like ideas that play by the rules, and not really make up rules left and right to make their idea.

tnuH is a terrible trait name, first off, and I don't mind the idea, merging the often-used mechanic in Sneaky, but there's a lot of moving plants and zombies, so I'm not all that sure.

Strealth...I'm not a fan of the name, but I guess you could give it a name.

Triple Threat is directly ripped from Impfinity's Signature name, but aside from that, the fact there's only 2 cards with this ability (and 1 of them are in Set 3) doesn't really call for a name on the trait, in my opinion.

And Stun feels unecessary too, I feel like something like this could exist without being a trait. I think Chilli-Bean would feel much cleaner of a card if its ability was "Destroy a zombie, zombies next door get 0 Strength this turn".

Coconut Cannon is broken. Not only is it available to 8 heroes, but it's got too many traits, the ability doesn't even come off as either class, and like I said before, multi-class cards (except for superpower tokens, and superpowers) will never be a thing.

And I don't see the point in Spikerock Sector. It's a horrible environment, it's incredibly expensive, has a lackluster ability and can be instantly be removed with the likes of almost any zombie environment. I feel like if Spikerock were introduced in PvZ Heroes, it wouldn't just be a simple buffer version of Spikeweed Sector, mainly because that's not really how the developers balance things out.

And lastly, Chilli-Bean directly powercreeps Squash, but not just that, it gives Smarty hard removal, which breaks the class code. Exactly why we have the class code to begin with, to prevent classes from having advantages over others. If multi-classed cards existed in the game, the game would simply be broken, because the class order would mean nothing if Citron can use Squash. Not to mention, the card is broken. Destroy a zombie, and immobilize 2 other next door for 5 sun, and Chilli-Bean is in a much more meaningful tribe too.

If I were to do these cards, I'd do them like this:

Coconut Cannon - Smarty Card

-Nut Plant-

4 Sun

3/6

Splash 3

After Combat: This cannot attack the next turn.

Super-Rare probably.

"Coconut Cannon is a little off. Who knew that spending most of your life on a deserted island was bad idea? Though, as nutty as he may be, he can still roll some heads."

Spikerock Points - Guardian Card

-Root Environment-

2 Sun

When a zombie is played here, do 2 damage to it. If it has 4 Strength or more, do 4 damage instead.

"Not related to Spikeweed Sector, just a financial competitor in the business of being annoying."

Super-Rare

Chilli Bean - Solar Card

-Bean Trick-

4 Sun

Destroy a Zombie.

Plants and Zombies here and next door get -1/-1.

"Plants don't really appreciate the smell, but as long as they can fight off Zombies, they can live with it. Well, hopefully."

Rare