Board Thread:Plants vs. Zombies Heroes/@comment-30553109-20170506014945/@comment-24471175-20170720201927

Thinklogic wrote: I feel like posting OP and ridiculous crap... pardon me for a moment

Vengence: Brainy

Trick

Cost: 1 Brain

Bounce a 1-Brain Cost Zombie. It gets +7/+7, Frenzy, Amphibious, Untrickable, Bullseye, Hunt, Armored 1, and costs 7 Brains more.

"He'll be back more dangerous than ever... in like 8 turns or so"

Cosmic Cosmic: Kabloom

Trick

Cost: 2 Sun

Conjure a random plant. Gain a Cosmic Cosmic

"Carrotina actively protests this be changed to Guardian or Smarty"

King Midas: Sneaky

History Zombie

Cost: 5 Brains

Stats: 4/4

Gravestone. When a zombie hurts a plant: Destroy it and conjure a pot of gold.

"GOLD!"

Cyborg Ninja totally not from a particularly popular FPS game: Hearty

Science Sports Zombie

Cost: 5 Brains

Stats: 3/6

When Hurt: Gain a Medic

When this is healed: This gets +3/+3 and Frenzy

"I NEED HEALING"

Plant Hero Assassin Imp: Brainy

Imp Zombie

Cost: 8 Brains

Stats: 1/1

Bullseye. When this hurts the plant hero: This does a bonus attack.

"No one understands why he demands so many brains for his work. He's just a 1/1 Imp!"

Zombot Refridgerator-6000: Beastly

Science Gourmet Zombie

Cost: 5 Brains

Stats: 4/6

Amphibious. When Played: If there's a zombie next door, Conjure three gourmet cards, they cost 2 Brains less.

"Not much better than the typical fridge but you know, evil geniuses gotta show off and stuff" Zombiecrab wrote: That's funny, your "Impire Guard" idea is very similar to a super-OP idea that I was too lazy to fully write down. If you don't believe that I have had the idea for a while, you can check and see that an "Imperor" has been under the Coming soon section of my PvZH cards ideas section of my userpage for a while.

Imperor

Premium-Legendary

Costs 10 Brains to play

5 Strength, 5 Health

Imp Zombie

Special: When played: create a Thousand-Year Impire here. Summon an Imperial Guard in both lanes next door. When destroyed: Draw an Imperial Heir.

His Impire will last a thousand years!

Thousand-Year Impire

Token

Costs 1 Brain to play (if summoned by Superpower)

Proffesional Imp Environment

Ability: All Imps here get Frenzy and Armored 1. If an Imp here survives combat here, create a Thousand-Year Impire in both lanes next door.

Soon, the Imperor's reach will cover all the land.

Imperial Guard

Token

Costs 1 Brains to play (if bounced/summoned)

3 Strength, 6 Health

Proffessional Imp Zombie

Traits: Double Strike

Special: If an Imperor is going to take damage, the Imperial Guard with the most health on the board takes the damage instead.

He would gladly give his un-life for the Imperor and his great Impire.

Imperial Heir

Token

Costs 2 Brains to play

2 Strength, 3 Health

Imp Zombie

Special: If this survives combat here, this becomes an Imperor.

Even if the great Imperor may fall, this heir will inherit his Impire. Odd question...

Which set of suggestions do you think are more "balanced" ?