Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20171222101502/@comment-28629991-20171223073351

Oops I Won wrote:

CWJ-D wrote: Name: Rising Writer

Class: Brainy

Tribes: Ultimate Professional Zombie

Cost: 3

Stats: 3/2

Traits: None

Ability: Start of tricks: If there's an Ultimate here or next door, Conjure a Novel.

Set - Rarity: Fandom - Uncommon

Occasionally, she gets a spark of inspiration in her head...and wipes out every Plant in the vicinity.

Name: Fantasy Novel

Class: Crazy

Tribe: Inanimate Trick

Cost: 2

Ability: A Zombie gets +2 Strength. If there's a Plant with higher Strength there, it gets +2 Strength and Frenzy instead.

Set: Token

So lingers the madness, am I right?

Name: Reality Novel

Class: Hearty

Tribe: Inanimate Trick

Cost: 2

Ability: A Zombie gets +2 Health. If it's in a Plant Environment, it gets +2 Health and Armored 1 instead.

Set: Token

Reality's not slipping far away this time.

Name: Shifting Sands

Class: Mega-Grow

Tribe: Phantom Environment

Cost: 3

Abilities: When a Plant enters or leaves this lane, it gets +2/+2. End of turn: Plants here do a Bonus Attack and move to random lanes.

(OP? Maybe, but I had to make it stronger than Coffee Grounds.)

Set - Rarity: Fandom - Super-Rare

''Not suitable for Plants? Think again.'' When you play a plant there, it gets +2/+2. Wait, is that how Hunting Grounds works? I though it only worked when a zombie moved there.

...Wait. Why am I confirming things that haven't been added yet?