Board Thread:Plants vs. Zombies Heroes/@comment-30553109-20170506014945/@comment-29611741-20170714032221

I like the Cosmics that were introduced recently, but I feel like that the idea could be improved and expanded upon in a few ways. Here are three of the big things:

1. Cosmic-Conjured Particles - Well, isn't this useless, some of you are thinking. Well, A) In some cases, it can actually tell you information you'd otherwise have to analyze the Plant/Zombie for, and B) It fulfills the "empowered" Plant/Zombie idea. For 1/5th of all Cosmics, the effects made aren't visible. Cosmic All-Star's price reduction is important for Rustbolts(and lucky Brainstorms) with Transformation Stations, and Cosmic Bean's Team-Up addition has made me lose games on both sides fir forgetting. Salt aside, however, the whole idea of Cosmics is to create empowered fighters, and nothing gives off the "stronger than your typical run-of-the-mill Plant/Zombie" feel than some glowing particles coming off of the conjured Plant/Zombie.

2. Guaranteed Empowerment - Simply put, I don't want Plants and Zombies already with the Traits offered by Cosmic Conjuring still get benefits. For example, for Plants/Zombies that already have the Trait they're supposed to receive(ex. Power Flower, Teleportation Zombie), they can grant their ability to others of the Cosmic's Tribe, like Wizard Garg. (Fighters like Toxic Waste Imp can be expanded to affect ALL Zombies) Stackable Traits, like Overshoot, can be added up(although I don't think there are any Overshoot Dancing Zombies beyond the Cosmic ironically) and Team-Up Beans can just have the ability to move in front or behind their partner plant after Tricks. Speaking of Tricks, they can also be improved. Conjuring and Drawing Tricks, like Triplification and Holo-Flora, could grant Traits from their Cosmics to the Conjured/drawn cards. Yeah, this is unrealistically complicated, but whatevs. Also, 1-cost Sports Zombies can also get +1/+1 on top of being made free because we need free 3/3 Arm Wrestlers in our life. and Doom-Shroom can damage surviving Zombies.

3. MOAR COSMICS!!! - The simplest, but the best. Y'all know the drill!

Galactic-Rare Cosmic Mustacheer

Class: Brainy

Cost: 2

Tribe(s): Mustache Zombie

Stats: 2/2

Trait(s): Gravestone

Ability: When Revealed: Conjure a Mustache, and it gains Gravestone.

Galactic-Rare Cosmic Professional

Class: Hearty

Cost: 2

Tribe(s): Professional Zombie

Stats: 2/1

Trait(s): Armored 1

Ability: When Played: Conjure a Professional, and it gains Armored 1.

//Pros with Armored 1 get Armored 2 XP

Galactic-Rare Cosmic Captain

Class: Sneaky

Cost: 4

Tribe(s): Pirate Zombie

Stats: 1/3

Trait(s): Anti-Hero 3

Ability: When Played: Conjure a Pirate, and it gains Anti-Hero 3

//Mr. Anti-Hero 3 gets Anti-Hero 4, of course.

Galactic-Rare Cosmic Gargantuar

Class: Beastly

Cost: 6

Tribe(s): Gargantuar Zombie

Stats: 4/4

Trait(s): Frenzy

Ability: When Played: Conjure a Gargantuar, and it gains Frenzy.

//I was thinking that Frenzy Zombot's Wrath can attack the Hero if it destroys a plant.

Galactic-Legendary Cosmic Overlord

Class: Crazy

Cost: 7

Tribe(s): Zombie

Stats: 5/3

Ability: When Played: Summon two random Cosmic Zombies in random lanes, and their abilities affect both Conjured Zombies AND this Zombie.

//Ex: Cosmic Overlord summons a Cosmic Disco and a Cosmic Gargantuar. The Dancing card Conjured by the Disco gets Frenzy too, the Gargantuar Conjured by the Garg has Overshoot 2, and the Cosmic Overlord himself has Overshoot 2 and Frenzy.

Galactic-Rare Cosmic Berry

Class: Kabloom

Cost: 3

Tribe(s): Berry Plant

Stats: 3/1

Ability: When Played: Conjure a Berry, and it's abilities deal 1 extra damage/grant +1 extra Strength.

//Berries with no abilities or non-damaging abilities gain +2 Strength.

Galactic-Rare Cosmic Fruit Salad

Class: Mega-Grow

Cost: 5

Tribe(s): Fruit Banana Plant

Stats: 4/3

Ability: When Played: Conjure a Fruit or Banana, and it gets +2/+2.

Galactic-Rare Cosmic Root

Class: Guardian

Cost: 4

Tribe(s): Root Plant

Trait(s): 2/4

Ability: When Played: Conjure a Root, and it gains +3 Health.

Galactic-Rare Cosmic Leaf

Class: Smarty

Cost: 3

Tribe(s): Leafy Plant

Stats: 1/3

Trait(s): Splash Damage 1

Ability: When Played: Conjure a Leaf, and it gains Splash Damage 1.

//Lightning Reed gets +1 Strength and Splash Damage 2.

Galactic-Legendary Cosmic Tree

Class: Solar

Cost: 7

Tribe(s): Tree Plant

Stats: 4/6

Ability: End of Turn: Summon a random Cosmic Plant in a random lane, and what it Conjures gains another random Cosmic's buff as well. This Plant gains that buff as well.

//Ex: The first turn after this is played, a Cosmic Bean is summoned, and the Bean it Conjures gets +2/+2 and Team-Up. The Cosmic Tree gets +2/+2 and becomes a 6/8. The next turn, a Cosmic Flower is summoned, and the Flower it Conjures gets Strikethrough and Doublestrike. The Cosmic Tree will be a 6/8 with Doublestrike.

//NOTE: Cosmic Tree will only obey Cosmic Nut's ability if it has less than 3 Strength for some reason.