Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20171222101502/@comment-31939183-20171223033613

I'm just going to shove some tribe synergy leggie ideas here, becuase I don't think that it's fair that (Spoilers!) Science and Dancing get leggies. If you don't like any of my ideas, please don't go too hard on criticism, please? (And if you see any of your ideas here, it's a coincidence, okay?)

Nut House

Guardian Legendary

Nut Plant

6 sun

3/7

When you play down a Nut, give it health equal to it's strength, and it attacks with its health. Nut Evolution: Make a Wall-Nut here, and all Nuts gain Untrickable.

I feel this'll be nice because it's a bit like Pecanolith (maybe a bit too much), but A) When it dies, the nuts keep the ability, B) it works with strongers nut (like Three-Nut), and C) If you evolve it, your opponent will be in some trouble, but then again, you'll be in some trouble (because Hearty meta) until you pop this down.

The Destroying Angel

Kabloom Legendary

Mushroom Plant

6 sun

5/3

When you play down a Mushroom, a random Zombie or Zombie Hero takes 3 damage. When this destroys a Zombie, deal 2 damage to the Zombie Hero.

I made this card becuase while you can do really harsh combos with this and Mushroom Grotto, but usally, you can't do anything until the next round, where they have the tricks phase to deal 3 damage to it, before you start doing the combos. Also, in case you didn't know, Destroying Angels are a kind of deadly mushroom.

Turtle Bean 

Smarty Legendary

Bean Animal Plant

4 sun

2/3

Amphibious

All Beans have Amphibious. Start of turn: All amphibious plants get +1/+1. Fusion: A Plant played on this get Amphibious and gets +1/+2 for each Bean you have.

I think this card is useful because I think the amphibious needs some love, and beans are more (or less) known for amphibious. But, at first, this little guy will be vulnerable to Rolling Stone and Weed Spray, but then he'll start mass-buffing all your beans. And, if you didn't like him, you can fusion-ify him and get a super-powerful plant in the water! Yay!

Pod Squad

Mega-Grow Legendary

Pea Plant

5 sun

3/5

All other Peas have Doublestrike and +1/+1, Pea Evolution: This gains Doublestrike and +1/+1 for each Pea. I

feel this card is sort of vanilla (Any ideas?), but it can cause a lot of big problems to the opponent. Peas are really deadly with Doublestrike, with Torchwoods and Podfathers and things like that. If you want more trouble, just play it on that one Peashooter from that Biodome Botanist, and even with no other peas, a 4/6 doublestrike is still really hard to remove.

And also, because I feel bad for Flowers, I'm going to put this Super-Rare here:

Sunflower Queen

Solar Super-Rare

Flower Plant

4 sun

2/5

Team-Up

Start of turn: gain +1 sun for each Flower you have.

I feel this should be added to the game because it ties one thing Solar is well known for (its ramping power) with the Flower tribe, which it is already closely associated with.

Stampede 

Beastly Legendary

Pet Trick

7 brains

All plants lose 1/1 for each Pet Zombie you have. Make a random Pet Zombie that costs 1 or less in each lane.

While this may seem OP at first, almost clearing the board, you need strong control, and I feel that, in most times, this is just a win more card. But it can save you pretty well, chump-blocking all the lanes with pets for you to survive another turn, or maybe seting up an insane Bad Moon Rising! Also, in case your wondering about the "or less" part, Goat is going to be a 0 cost Uncommon.

Offensive End 

Hearty Legendary

Sports Gargantuar Zombie

7 brains

6/4

Armored 1

All other Sport Zombies get +1 Armor and Frenzy. Start of turn: All Sports cards in your hand cost 1 brain less.

I guess that Armored isn't really offensive, but I don't really care. The cost reduction is pretty good for swarming the board, and with Frenzy going through your plants, and extra Armored to make the survive longer, this guy is going to be a pain to deal with. Also, the +1 Armor means that All-Star Zombie and Planetary Gladiator get Armored 2 (I know, PG is going to be OP), and Knight of the Living Dead is going to have Armored 3. And it stacks.

The Grand Imperor 

Sneaky Legendary

Imp Zombie

4 brains

2/5

Whenever another Imp gets hurt and survives, conjure a Legendary. Cards you conjure get +1/+1.

I wanted to have some more more Conjure synergy, and also I felt bad that the plants get all the Legendary conjure fun, so I made this! I felt that this is pretty balanced (I was comparing it to Briar Rose), so you spend your turn 4 to play down a zombie that can get Whack-A-Zombied, but afterwards, you have a pretty strong effect! Just front you Imp-Throwing-Imp or something in front of a Shroom For Two, and you have yourself 2 leggies! But one drawback for that strong effect is the surviving part, and Imp aren't really known for having a bunch of health. Giving them Deadly might not also really help with them fronting your Imps.

So.... here's my wall of text, and I hope that it wasn't too boring for you! Now you can go on and read the next post here!