User blog comment:IslarPVZ/Supernatural Gardens - New Set Idea - Revision/@comment-29611741-20170903012610

OK, time for some real analysis:

Lots of strong Uncommons. REALLY strong ones. I don't have anything against it(on the contrary, I hate rarity systems in genera b/c of the assumptions imposed onto it), but a 3-cost 2/5 with Amphibious that cancels the main removal of the class (second)best suited against it? A potential game-turning field-wiper at Zombie's Tricks phase? A stronger Smackadamea for Proffesionals at the cost of Amphibious? Practically every Crazy Uncommon here?

OK, most of them are good, but there are some ridiculously strong ones here. For example, that Physician. It has Gravestone!? Why!? There's a reason there's no Gravestone on Zombot 1000, y'know! And he's that powerful for essencially a directed Doom-Shroom of power? Just holy hecks; even that as a Legendary would be insane tbh. Voodoo Doctor is also potentially devastating. I can easily see him wiping the field after a well-placed removal fairly consistently, especially against Kablooms. Wishing Well is a tough-to-remove Geyser waiting to be activated. It just seems too good IMO. Also, Evolving a Moonflower basically makes you gain 1 sun and get a Team-Up screen-wide Steel Mangolia. Also, Chilly Bean is a pretty strong replacement for Pea-Nut when you don't like Nuts and Peas... probably a bit too much tbh. Provoke-shroom is at the edge of OP and fair, but I'd give it the green light since it's a Mushroom-specific synergy. I want to say Dolphinium is OP, but it tries to control a fight that most can't even attempt, so IDK... I'd say that plant's OK.

Anyways, time for the Rares! Ghost Pepper is a mini-Chickening tied to a high 1-cost for 3... a bit much tbh. Pokey Province gives all plants on it a strong ability that a plant absolutely weaker than a Wall-Nut gets for a price of 4... for 2 sun!? Sorry, but no. Sesame Summoner summons a 3-cost for 2? Sure, it's a lot of randomness, but it's a pre-buff) Lil Bud + a 3-cost. There really aren't many drawbacks and you get more than an extra sun of value than normal for some randomness that could make things that weren't realistic now possible. Overall, too powerful and out of class. And I sh*t you not when I say I found a Sunkern in PoGo as I reviewed this plant XD Mystic Power Lily gives a low 4-cost Trick's effect to an ally plant after every turn and is a 2-cost herself... I'm not 100% sold with that in mind, but at the same time it doesn't seem too OP since it's random which plant gets the effect. So, if I understood it right, Incarnation Haven makes a Zombie on it immortal and lets it keep its buffs after Bouncing!? Approved! But Doomsayer seems really tough... does it work with Gravestones? I'd add it to my Z-Mech bombing deck if it did! And yes I have a deck based on Exploding Imps for Z-Mech I made for fun don't judge me. IDK why the two Sneaky Rares are 2-costs; Escape isn't exactly a positive Trait tbh. Perfume-Shroom Kingdom and Resuscitation Plantation can easily infinitely stall zombies, the former by making them attack their leader, and the latter by constantly making a random plant that costs 6 or less from a killed Plant. Also, Zombie Bard is in an odd state that can either make him seem OP or UP depending on how you analyse him... for example, with a Disco Zombie, he gets pretty insane value, but he's technicaly a strong 1-cost that adds an average 1-cost Trick's effect with a limited scope. Kind of an odd position tbh. Still really cool!

Anyways, I'll do the rest later. Sneak Peak: Some are OP beyond relief; others are nearly unusable.