User blog:Mental Skillness/Reviewing Colossal Fossils (Set 3)

Hey guys, so Colossal Fossils has recently come out, so I decided to review Colossal Fossils, so here is my review. Also, I should really mention I'm no expert, this is all my opinion, and feel free to comment on why you think otherwise, or agree, I'd like to see others' opinions on some of these. Thanks.

NOTE: This is not finished yet, I only have uncommons done. I'll add rare cards later, thanks for reading.

 Uncommons  Ah yes, the uncommons. Interestingly enough, some of the uncommons are surprisingly decent compared to other predecessor sets, but that may be due to being small. Let's begin.

 Primal Potato Mine - Guardian 

 §  -Root Plant-

 §  1 Sun

 §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">0/1

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;">'' §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">When Destroyed: Do 3 damage to a zombie here. ''

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">A well-known plant from Plants vs. Zombies 2, also based off of the Premium - Uncommon card; Potato Mine . Potato Mine is an okay card, from my experience, it's an interesting defense, but it's often overshadowed by more rarer ways to remove cards, so it's forgotten. As for Primal Potato Mine, it works like potato mine, it's a cheap defense that can take on threats, but what moves this a step further is that it behaves a lot like Hot Date, a paid event card, except it doesn't have the secondary ability (Move a zombie here). But, it costs 1 less, and can counter nearly every turn 1 threat imaginable, which intrigues me, but is it a good card? I guess it's alright for newcomers who ae new to the game, it gives them small removal, and allows you to control the early game, but due to the meta being more aggressive, I don't know if you want to run a control card like Primal Potato Mine, but I can see this being an option if you're trying out Wall-Knight or Control Spudow., but if you have rarer cards, those are probably a bit better, but Primal Potato Mine is a good control card for early newcomers, and maybe could still be a viable option in control decks.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">I'd give this a 4/5. A good control card for newcomers, and could still see some play.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:13.5pt;font-family:Arial,sans-serif;"> Grape Responsibility - Guardian 

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">-Berry Trick-

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">1 Sun

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;">'' §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">Double a plant's (Health). ''

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Grape Responsibility is a joke on "Great Responsibility" (As there's a card in Mega-Grow called Grape Power, that gives you this card, an obvious nod to "With great power, comes great responsibility"). Now, with that aside, how is the card? Grape Responsibility is interesting, but is in no way overpowering as some may think. The idea of doubling sounds pretty crazy, but you have to realize that to get an amazing usage out of Grape Responsibility, you need a very healthy card, but even if you have one you need a dangerously big card, otherwise; 12 health Wall-Nuts don't do much but be a little annoying. It's an interesting card that definitely can have the title of being just an uncommon.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">I think you need more rarer cards (Like Pecanolith) to get a great usage out of it, but it's a little situational and most of the time yields no value in the early game. It's an interesting concept (and joke), but in all, it's OK for the most part, I just see myself using Photosynthesizer than this in other decks, but Grape Responsibility could work in decks that utilize Pecanolith and Threepeater/Tri-Corn, or nuts in general.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">I give it a 2.8/5 mainly because it's too situational, and for a cheap trick, it isn't good for the early game, and is a dead draw most of the time.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:13.5pt;font-family:Arial,sans-serif;"> Puff-Shroom - Kabloom 

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">-Mushroom Plant-

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">0 Sun

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">1/1

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">Team-Up 

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">​Puff-Shroom is a card that's been in the game for a while, and was a forgotten token from Shroom for Two. It's also a popular franchise character that represents the night levels from the original PvZ Games, and its cost (0) is a homage to how it costed nothing in the original Plants vs. Zombies and Plants vs. Zombies 2. How is it now? Puff-Shroom is honestly an amazing card. It's a great uncommon, I use it in decks that use Astro-Shroom on Planet of the Grapes. It's semi-decent to some, but through usage of the card, I found it to be rather good. It's a 0 cost Team-Up, so this thing can take hits, or be food for Pineclone, or even feed Astro-Shrooms on Planet of the Grapes, and draw more and more cards to feed my Dino-Roar cards, and it also could work in something like Team-Up Nightcap? (Working with Go-Nuts). It's a card that works in most Kabloom Strategies, and is cheap, and can tank hits for the cost of nothing. It does what it does, it stalls, and is generally a pest. Maybe not a card that you should rely on in the earlier ranks, since it's essentially Button-Shroom powercreep, but if you play strategies like Cyclecap, Pineclone, or Mushrooms, Puff-Shroom is the one for you, it's very useful at a cost of nothing.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Great card, I'd give it 4.5/5.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:13.5pt;font-family:Arial,sans-serif;"> Umbrella Leaf - Mega-Grow 

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">-Leafy Flower Plant-

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">1 Cost

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">0/1

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;">'' §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">Team-Up, Other plants here and next door get Untrickable. ''

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Umbrella Leaf is also another famous Plants vs. Zombies character, remember from the various roof levels from the original Plants vs. Zombies. This time, she makes a return in Plants vs. Zombies Heroes. Now, is she a good card? Umbrella Leaf has is good/alright. Untrickable isn't necessarily as powerful as most people say/make it out to be. Though, I find it interesting, and because it's a Team-Up Plant, it'd work very very nicely in say Team-Up Green Shadow with Go-Nuts, keeping your Go-Nuts protected from tricks, and making Umbrella Leaf fight for itself, as well as Potted Powerhouse getting a real kick out of that, but that's a little situational, and Team-Up decks aren't necessarily the thing at the moment. Though, it also has the Flower Tribe, so it could work in Chompzilla Flowers, making your Briar Rose just that itty bit more annoying, but aside from that, it seems relatively useful, but it's extremely fragile, and that is its biggest issue, but as long as your prioritize Umbrella Leaf, you can easily defend it since it's Team-Up, you can put it behind a tank, but that's also situational, so in all, it's pretty ok, a little leaning towards mediocrity, but Untrickable looks very promising, so I can't really say it's mediocre or bad, but it seems alright for new players, tip is to not just use it turn 1, since it'll likely die.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Anyways, I'd give this with all its weaknesses and advantages; a 4.01/5.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:13.5pt;font-family:Arial,sans-serif;"> Grave Mistake - Smarty 

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">-Trick-

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">2 Sun

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;">'' §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">Bounce a Gravestone. Draw a card. ''

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Grave Mistake is base off of the scrapped Superpower: Flick-A-Zombie, probably one of the worst cards in the entire game. A 1 cost "do 1 damage" would never ever be ran as an actual card, let alone be a superpower, but this is different, now has it improved?

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Grave Mistake is a good card, it behaves very similar to Grave Buster in a sense. So you know how Grave Buster essentially removes a card from your hand (Itself) and removes a zombie from the board? It basically trades, but Grave Mistake does something like that, but instead of trading from removing cards, it trades by going up in positive values, so instead both of you losing 1 card, you both gain a card. Since the gravestone you bounce is returned to your opponent's hand, giving them back their card, as well as giving you one in return, thus trading in positive value.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">I find this fairly interesting, but I don't know if I'd run this in a deck. I'm not a smarty player, so I'm unsure, but I could see this being useful in something like Control. Also, because it draws a card, it could trigger Dino-Roar, which could be useful, and remember: Bounce does not trigger Dino-Roar, so even if you both have dinosaurs, you still have the lead. Is it a good card? I guess, but I feel like it's okay. I could see this being a good card for newcomers, but it's a little situational, but I like it.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">It's nothing too powerful, I personally would use Gravebuster over this, because Gravebuster is less complicated, and easier to use. Gravebuster guarentees a destroyed zombie, and trades at a positive sun cost. But this is an uncommon, not a rare, so I guess it's not as good because it's easier to obtain, but if you're using Citron, use Gravebuster over this.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">So in all, I'd give this a 3.14/5 because I just don't find it as controlling as it's meant to be, I just think there's better cards that can counter Gravestones.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:13.5pt;font-family:Arial,sans-serif;"> Pear Pal - Smarty 

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">-Fruit Plant-

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">2 Sun

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">2/2

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;">'' §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">Team-Up, Amphibious. ''

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">​Pear Pal is a card that was previously a token from Pair of Pears. Pear Pal also shares its appearance with another plant from a Chinese spin-off of Plants vs. Zombies. It's also pretty cute, but is it good? I guess it's okay. It's nothing special overall, and it's semi-decent. The issue comes in is that there's cards that feel easier to use than something like Pear Pal. Pear Pal does have a lot of synergy with its class, so I guess that's interesting, but at a cost of 2, it lowers its value overall. I guess it has good traits, but Amphibious Minions generally try to make their attack feel strong, but Pear Pal is just a plain 2/2 for 2. Team-Up is a nice factor about it, maybe it could work in Go-Nuts, but I'm not too sure.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">It’s a 2.6/5 for me.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:13.5pt;font-family:Arial,sans-serif;"> Kernel-Pult - Solar 

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">-Corn Plant-

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">1 Sun

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;"> §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">1/1

<p class="MsoNormal" style="margin:2.25pt0in2.25pt30pt;text-indent:-0.25in;line-height:15pt;">'' §<span style="font-variant-numeric:normal;font-stretch:normal;font-size:7pt;line-height:normal;font-family:"TimesNewRoman";">  <span style="font-size:10pt;font-family:Helvetica,sans-serif;">When Played on heights: A zombie gets -1/-1. Team-Up. ''

<p class="MsoNormal" style="margin:4.8pt0in6pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">Kernel-Pult is a plant from the Plants vs. Zombies series, with his signature ability being his butter, alongside his corn-like appearance. A very well known and loved franchise character, but is he still good? Kernel-Pult is a relatively good card. It has poor stats, sure, but it's a Team-Up plant, so maybe it could work with Rose, and Rose has pretty alright Team-Up synergy, unlike Nightcap and Green Shadow. Also, it's a pretty nice control card that could be relatively annoying, and just like he was in Plants vs. Zombies 1 and 2; Average ability, with a nice touch to make up for it. I guess it's nothing game changing, or special, but it's decent for what it is.

<p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">I wouldn't necessarily go against putting this into your deck, I think this could be a nice touch to controlling the early game, but there are better things out there. Though, I could see this working in Go-Nuts/Team-Up decks because of how cheap it is, but -1/-1 isn't as impactful with the average stat line being 2/2 nowadays, but I could still see this being annoying for some people on say, turn 2. You could turn an Arm Wrestler into a Block Charger even if the ability keeps a 2/2 alive.

<p class="MsoNormal" style="margin:12pt0in;line-height:normal;"><span style="font-size:10pt;font-family:Helvetica,sans-serif;">It's an okay card overall, I could see it working competitively in some decks. It gets 3.9/5 for me.

<h3 class="MsoNormal">Haunting Ghost - Beastly -Monster Zombie-

2 Brains

2/1

''When Played: A plant gets -1/-1. Amphibious.''

Haunting Ghost was also previously a token, and was used by Haunting Zombie, but now it's an ownable card with a brand new ability, but is it good? It has below average stats, but for amphibious, it's okay, but it has a nice ability. Give a plant -1/-1 is a lot more annoying for plants. I could say it's a decent card,maybe you could run this in Control Boogaloo. Also, there's quite a few pesky plants with a 1/1 statline (Kernel-Pult, Astro-Shroom, Admiral Navy Bean, Puff-Shroom/Shroom for Two). It's a decent card, like I said. I could see this being a card to run in some Beastly Decks, definitely a good card for newcomers.

But that brings the question: Does that make Haunting Zombie good? No, it doesn't. You see the concept behind Haunting Ghost is how early you can pull such a stunt with, but Haunting Zombie has poor stats and requires you to play it again, I just think it's much faster to just straight-up play it, so in all: Haunting Zombie is a little slower than this.

It's a fairly decent card, I'd say 3.97/5.

Copter Commando - Brainy
-Science Imp Zombie-

5 Brains

6/5

Copter Commando is another token that became an uncommon this update. It was previously a token belonging to Hail-a-Copter, but is it good? Nah. This loses use after Gold League, and is just a simple 6/5 5 drop, average stats. It has science synergy which is cool and all, but Hail-A-Copter itself is superior in my opinion. I'd much rather play a 6 cost make a 6/5 in the trick phase than pay 5 for a plain 6/5 in the Zombie Phase. If I were to suggest a strategy, i'd combine it with Gadget Scientist, but I just see more competitive science cards to use over this.

It's nothing special, barely useful and not something I'd expect to be ran ever. It isn't even that good if you're a new player.

1.9/5. Sorry, but it's literally just a 5 drop 6/5, the synergy hardly accounts for anything.

Mystery Egg - Crazy
-Gourmet Zombie-

1 Brain

0/2

At the start of the trick phase, this transforms into a zombie that costs 2 brains or less.

Once again, ANOTHER token that became an actual card. Token originally belonging to Hippity Hop Gargantuar. Now, for the card, is it good? It's...below average. I don't see it being used competitively (Maybe it can in certain decks). I like the idea of it being a tempo swinger like Interdimensional Zombie, but the issue with it in my opinion is that because it has a 1 brain card pool in it, I can see it being bad, but it can also get good stuff too. I kind of wish it costed 2 and made it so that when it transformed, it made a zombie that costed 2, that'd both the already mediocre Hippity Hop Gargantuar, and this, but it's fitting of the name of an Uncommon.

I can see this working on ramp decks using Medulla Nebula, since it triggers twice, and gives you more brain to play with in the trick phase, but be warned, it could easily be removed. I'd recommend not running this if you already have decent/reliable 1 drops in your deck, I think this is a little too random to get very good use.

I'll give it a 3/5 because of its 1-Brain cardpool kind of ruins it, but the rest about it is alright, I just think it's too random to really run seriously.

Sugary Treat - Crazy
-Gourmet Trick-

2 Brains

Give a zombie +3/+1

Once again, another Token turned uncommon. Originally belonging to Trick or Treater, but fun fact: This also used to have an older revision. It used to be a 2 cost, give a zombie +2 Strength. It was awful, and that made Trick or Treater the worst event card in the game, but with the introduction of his treats being ownable cards, and being buffed to fit the standards of uncommon cards, is it good?

I think it's a decent uncommon card. +3/+1 for 2 seems alright, that's a Fishy Imp packed into a trick, which is still kind of okay. I think its 2 cost is kinda hindering, but 3 Attack is a lot, and could really make a minion a lot more dangerous in a single usage of this trick. Can turn a 1/1 into a 4/2 which can be unexpectant, but I feel like if you want to get an great usage out of it, I'd recommend getting a healthy minion to use this on, like say Dr. Spacetime, or something. Or hell, get something like a Conehead, and then give it a treat, it turns it into a 5/3, and like I said, those kind of things can be really changing to what a minion can be, but for a disposable trick like that, it suffers from its cost, and sometimes being a dead draw on an empty board. It also requires a minion to use. I think relying on tempo through playing minions is a better way to go about playing with Crazy, but if you are a newcomer, this would be helpful.

I'd give this a 3.3/5 since I can see it being useful, but the issue with it is that it requires a minion to use, and is requires investing in a card, which going about it with placing minions to influence tempo is better, as well as tricks with card draw, and/or don't require minions to work.

Healthy Treat - Hearty
-Gourmet Trick-

1 Brain

Give a zombie +1/+3

Oooh, yes. Healthy Treat. Healthy Treat also used to behave like Sugary Treat, belonging to Trick or Treater and being a 2 cost trick that gives a zombie +2 Health, which was also awful, and adjusted to change. But now that it's been buffed, is it good? YES. I mean, it follows a similar line of issues as Sugary Treat, but what makes Healthy Treat much better in my opinion is that it's very cheap. That 1 cost makes it so that whatever you buffed is going to not be as much as a loss when it dies, and because it gives a massive heap of health, that value is very likely not going to fade away as fast as it does with Sugary Treat.

It's one of the best 1 cost tricks for newcomers, it makes utility zombies much bigger and last a lot more. The only criticism I have for it is that it doesn't have card draw, and it requires a minion, but I think the good overshadows the bad in this card. I've used it and found it fairly useful, and is one of my favorite 1 cost tricks in the game.

I give this 3.9/5 to be honest.

Zombie Middle Manager - Hearty
-Professional Zombie-

1 Brain

1/2

''When another Professional Zombie is hurt, this gets +1 (Strength). Conjure a Professional.''

Zombie Middle Manager, taking the appearance of the classic Zombie, from the Plants vs. Zombies games and having Glasses to make it unique, similar to Buckethead, Conehead and Screendoor Zombie. But even with a classic look, is it good? Oh my. Zombie Middle Manager is my favorite uncommon in the entire set. Zombie Middle Manager conjures from a somewhat decent tribe, but with Fossilhead Zombie, it's great. Not only that, but in a meta where we have things like Stompadon, Tankylosauraus Rider and Brontosauraus Rider, I think it's great. It instantly triggers Dino-Roar, replaces itself, and has direct synergy with a tribe of zombies that are generally very healthy.

This is a good card. If you own Fossilheads, I recommend using them with Zombie Middle Manager. Also, you can also use it in tangent with Dr. Spacetime for instant Conjure synergy. I think something like this sounds pretty nice. I expected it to be mediocre, but from using it in Hearty Zoo decks, it's a good card. I'd recommend using it as a newcomer, it's a nice card, and if you have other professionals to use in synergy with it, go ahead. It behaves similarly to High Voltage Currant, but this card is uncommon.

I'd give this card a 4/5 for its cheap cost, card replacing and synergy with one of the strongest cards in the game, and Dino-Roar.

Swabbie - Sneaky
-Pirate Imp Zombie-

0 Brains

1/1

Amphibious.

Swabbie is a card based off of the Pirate Imp from Plants vs. Zombies 2's Pirate Seas world, often known from being shot out of cannons. It also used to be a popular token among quite a few cards, but then it became an ownable card, and now costing 0. But even with such a buff, is the beloved little Pirate Imp good? Well, let me explain. Swabbie is a good card for a few reasons. Pirates have recently been getting rowdy lately, and Swabbie could work pretty nicely with Swashbuckler, being a 0 cost pirate, and Swabbie also works with Imps, you could start your turn 3 by playing Imp commander on Lane 4, and Swabbie on Lane 5.

You can also use Swabbie for Zombie Evolution cards, since it's a free evolution, but remember, it requires using 2 cards at once, so unless your deck has good card draw, I wouldn't recommend it exactly. For a newcomer, I don't think Swabbie could be as useful, but if you have cards like Imp Commander, Swashbuckler or even Toxic Waste Imp, Swabbie could be fairly useful.

I give it a 3.5/5 mainly because it doesn't have the same capabilities as a 0 cost as say something like Puff-Shroom, but it has its uses.

Barrel of Barrels - Sneaky
-Barrel Trick-

1 Brain

''Give a zombie Deadly. Conjure a Barrel.''

Barrel of Barrels has a pretty ironically funny appearance, just being a Barrel holding more Barrels, and its description also makes it pretty hilarious too (A container in a container is twice the space!). Though even with a funny joke for its flavor text, is it a good card? Well, yeah. I love it. It behaves a lot like Escape Through Time. Costing little, and conjuring you a zombie from a obscure tribe. I think it could work in Imps, giving your Imp quite an edge and giving you a Barrel Zombie to work with, or maybe Conjure Decks with Dr. Spacetime, giving your Dr. Spacetime quite a deadly edge, as well as giving you a discounted barrel. Its only weakness is that it requires a zombie to work with, but with such  cheap price and meaningful effect, I don't mind that.

I could see it being very useful in Pirates, where Captain Flameface gives his crew qute a force, and if the plants get too big, get Deadly with Barrel of Barrels and make those strikethrough pirates much more deadly both figuratively and literally. Also, since this grants Deadly, this could work with Crazy AoE cards like Space Pirate, destroying every plant on the board if it gets deadly and hits the Plant hero, and this could also work in combination with Fire Rooster for more devastating effect. I find it really useful, and I think it's a great card for newcomers. It is by no means overpowered because Deadly suffers from this: Tiny Deadly Minions either charge the block meter, are too big for deadly to matter, or can just be removed easily.

I give this a 4.2/5. Replaces itself, and gives a zombie a pretty useful trait at a cheap and fair price. I find it also very fun too.