Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20171222101502/@comment-29611741-20171222191251

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.'' Novels are too weak, and the former’s extra ability is beyond niche, and therefore their overpriced Conjurer is UP.

Seems kinda strong IMO... but IDK how to fix it. Maybe make it +1/+1?

Oops I Won wrote: New class: Neutral

Neutral cards can be used by all heroes. The icon is the same as the leaf at the back of all plant cards. (The easiest way to see the icon is when you are playing as the zombie hero)

They are not classified into one of the classes because of one or more of these:

1. They don't have characteristics that puts them in any class.

2. They have multiple characteristics that puts them in many classes.

3. They rely on synergies that can only be given by other neutral plants, or different plants that come from different classes.

If you ever feel that you want to make a card and you don't know what class it should be in, it probably belongs to Neutral. Well, I'll leave shadow plants (probably heavily reliant on synergies, but don't share the same characteristics) to Stonecutters (he wants to suggest stuff from PvZ 2).

Finally you have freedom to make whatever abilities for your card without someone saying "hey that belongs to another class"

I will repeat this 2 more times in other posts.

The Lone Oranger (Legendary)

Mega Grow, Fruit Plant, 2 strength 2 health, 2 sun.

Traits: None

Abilities: When played: Gain one The Lone Oranger.

When a The Lone Oranger is played, destroy this and add the stats of this to that The Lone Oranger (example, if there is one of this on the field with 2/2 and I put another one in a different lane, the first one will die and the one you just played gets + the stats of the one that died, which is +2/+2, but let's say if the one that died took 1 damage, that means that the new one gets +2/+1 only)

"There can only be one. It's in my name!"

Blast-shroom (Rare)

Neutral, Mushroom Plant, 4 strength 1 health, 3 sun

Traits: Team up

Abilities: When destroyed: A random zombie gets -1/-1. If the zombie got destroyed from the stat drain, all plants get +1/+1.

(This is like a Solar-Kabloom combination)

"I'm not a plant, for Pete's sake! Wait, who's Pete?"

Car-rot (Rare)

Guardian, Root Object plant, 2 strength 4 health, 3 sun

Traits: Armoured 1

Abilities: When destroyed: Destroy a zombie here.

"Vroom vroom! Who wants to ride in me? I'm fast and nutritious."

Synertree (Super rare)

Neutral, Tree plant, 2 strength 2 health, 4 sun

Traits: None

Abilities: When played: This changes its class into the one of a plant on the field. Then, all plants in this plant's class (even if not currently in play, for the rest of the game) get a random trait (including Synertree). (If there are no plants on the field when Synertree is played, then all Neutral plants get a random trait.) After that, this conjures a plant of that class.

"I don't really know who to follow. So I just agree with the first thing I hear."

I’m kinda meh on the whole “Neutral” idea, especially considering that most of the rules aren’t completely inflexible, but I’ll judge the cards as well as I can.

The Lone Oranger is an interesting idea, and it seems to go extremely well with a few Environments, especially Red Plant-it. However, a problem: your hand is forever clogged by Lone Orangers the moment you get one. I’d say make it so the first ability activates only if there are no other Lone Orangers, and if you want more Lone Orangers then make Lone Oranger shuffle a copy into the deck when it destroys itself.

Blast-shroom’s more of a Solar Carrotillery with a mass buff, which isn’t really claimed by any Plant classes yet, but I think it’d work as a Solar Plant.

Looking at Guacodile, this thing seems a bit OP. It’d be interesting as a 4-cost; have a threatening card that can trade with almost anything, or a less powerful yet tankier one that will trade with any card? Add some Bullseye on top of that price and it’ll be perfect.

I need to know more about Synertree before I can judge it properly. Does its buff stack? Can it “switch” to the class it’s in, and if it does does the buff stack? How does Armored and Anti-Hero work? Does the Trait come from the class chosen? If so, how does it do the Neutral Trait?