Board Thread:Plants vs. Zombies Heroes/@comment-30553109-20180526160730/@comment-26988423-20180528005908

IAmPlayer wrote: More Moss cards as I promised.

Grand Mosshindium "Omae wa mosshindeiru."
 * Set - Rarity : Legacy - Legendary
 * Class :
 * Stats : 6 cost 7/8
 * Tribe : Moss Plant
 * Trait : Bullseye
 * Ability : Start of Turn : Conjure a Moss. It gets +2.
 * Slow Start : This gets -3/-2.
 * Moss Evolution : This gets Untrickable.

Block Moss ''The order is to defend... protect... guard... and 2 cheeseburgers.''
 * Set - Rarity : Legacy - Event
 * Class :
 * Stats : 3 cost 0/4
 * Tribe : Moss Plant
 * Trait : Team-Up, Defensive
 * Ability : Switch a plant's and  behind this.

Strike Moss "Strike with all your might!"
 * Set - Rarity : Legacy - Event
 * Class :
 * Stats : 4 cost 2/3
 * Tribe : Moss Plant
 * Trait : Team-Up, Bullseye
 * Ability : All plants in an empty lane gets Anti-Hero 3.

Grow Moss Never stopped growing is his dream, but if he never stopped growing, he would be towering over Zombot 1000 by now.
 * Set - Rarity : Legacy - Event
 * Class :
 * Stats : 4 cost 1/3
 * Tribe : Moss Plant
 * Trait : Double Strike, Team-Up
 * Ability : When played : All Moss gets +2/+2.

Multi-Moss You can't convince him in any way, but he REALLY is a multiple moss into one.
 * Set - Rarity : Legacy - Event
 * Class :
 * Stats : 3 cost 1/3
 * Tribe : Moss Plant
 * Trait : Team-Up, Splash Damage 2
 * Ability : Start of Turn : Conjure a Moss. It gets Splash Damage 2.

Decaying Moss Don't ask if she's dead, it is considered offensive.
 * Set - Rarity : Legacy - Event
 * Class :
 * Stats : 4 cost 2/4
 * Tribe : Moss Plant
 * Trait : Deadly
 * Ability : A plant gets Deadly.
 * Plant Evolution : Destroy a Zombie, plants there gets +1.

Special Pack - What a Moss!
 * 10x cards per pack, guaranteed 3x Moss cards.
 * Filled with all Legacy cards and Moss cards.
 * Cost 100 Gems for 1 pack, and 450 Gems for 4 packs + 1 bonus.

Guaranteed Moss :


 * Block Moss
 * Cosmoss
 * Decaying Moss
 * Eyespore
 * Grand Mosshindium
 * Grow Moss


 * Moss Boost
 * Moss-Shroom
 * Moss Spikes Territory
 * Multi-Moss
 * Re-peat Moss
 * Strike Moss

Grand Mosshindium seems a little too OP, since even with Slow Start active a 6-cost 4/6 Bullseye with conjure every turn isn't bad allready. WIth all the Team-Up plants in Guardian and the Evolution ability making it Untrickable, it's going to be relatively easy to just stall for the two turns and get a monstrous 7/8 Untrickable Bullseye. OTK Mosshindium

Block Moss is... ehh. I forgot what defensive does, so... I'll skip it for now, but it seems incredibly niche. It basically applies the Red Stinger effect to anything behind it, and Red Stinger isn't even a good card so...

Strike Moss's ability should be the kind that lasts as long as it is on the field? If so, then it's okay, but I don't see a reason for it to have team-up. Team-Up as a trait is usually Guardian and Smarty with a few exceptions.

Grow-Moss is... Wait, why Team-Up again? Since this is a Moss synergy card, it's important to establish what kind of playstyle moss decks will be. It's extremely likely that the main archetype of a Moss deck (hypothetically) would be an OTK deck, having Re-Peat Moss, Strike Moss, and to an extent Grand Mosshindium and Block Moss. Throwing in a random tempo card into the mix seems odd and in general not very helpful. I'd recommend boosting it's stats to 2/4 and do something like "All Moss get +1/+1. Then, a Moss gets +2/+2 and Double Strike this turn." It's a lot more creative than a Plant Monster Mash.

Multi-Moss is... okay? Not much to say about this one, other than there being some busted combos with the Splash Damage but hey, you also have Strikethrough Soul Patch from Cosmic Flower.

Plant Deadly imo is something that shouldn't be in the game, but talking about this card from a balance standpoint, it seems reasonable.