User blog comment:IslarPVZ/Supernatural Gardens - New Set Idea - Revision/@comment-29611741-20170903012610/@comment-26278349-20170903120212

Thanks for taking time reviewing them. I really appreciate it and definitely I'll look into it. But f or some cards you mentioned:

Phycist only destroys Plants that have 5 or more and only when it's revealed on an Environment. From what I experience, it's not that easy to use abilities that require Environment since the Plants will do everything to replace it. And they can prevent it's effect since it has Gravestone.

You're right about Voodoo Doctor. He was meant to only use its effect when he himself destroys a Plant, although -2/-2 might still be high. I'll look into what would be more balanced.

Moonflower might be better off costing 3 since you get extra sun from evolving Zombies too. It's basically meant to counter Zombie Evolutions.

About Environments, they can easily be replaced so that is why they low sun cost. But seeing Popcap is already nerfing some Environments, I might have to look into how OP a Environment is allowed to be.

The point of Sesame Summoner is to make a more expensive Plant for less sun and give the Solar class a potential Amphibious Plant. It suppose to be a mini Cornucopia. Maybe removing the Team-Up so it's just a Plant that can block a Zombie attack instead of also being doubled for defending a Plant.

Ancient Doomsayer unfortunately doesn't protect Gravestones. It's basically an Arm Wrestler that protects Zombies instead of buffing itself. It can easily be taken out using since it has only 1.