Board Thread:Plants vs. Zombies/@comment-38771441-20190311015619

I had nothing better to do, so I decided to turn every plant from PvZ1 that hasn't already been adapted in some way into a PvZH card. I'd love to see some feedback for this.

Day (all made)

Night

Hypno-Shroom Rare Kabloom Mushroom Trick Cost: 3 A Zombie attacks the Zombie Hero. ''Hypno-Shroom isn't taking over a Zombie's mind. He's just "convincing" them to fight for the side of "good". He calls it "Hypno-Healing."''

Scaredy-Shroom Uncommon Kabloom Mushroom Plant Cost: 2 Power: 0 Health: 3 Anti-Hero 5 "People ask me all the time why I'm so scared of everything. If I wasn't busy hiding from them, I'd probably beat them up."

Ice-Shroom Rare Smarty Mushroom Trick Cost: 3 Freeze all Zombies on the Ground. ''People think that beneath his icy exterior lies a heart of gold. They'd be wrong. Mushrooms don't have hearts, dummy!''

Pool

Tangle Kelp Township Super-Rare Smarty Root Environment Cost: 4 Amphibious (This Environment can be played on land or water) Zombies with 3 or less Health here are destroyed. If played on Water: Zombies with 3 or less Power here are destroyed. "Since Zombies don't breathe, they just flail around in the water without drowning. But then they stop, and we just look at eachother. It's kind of soothing."

Jalapeno Super-Rare Kabloom Fruit Trick Cost: 4 Destroy all Plants and Zombies here. Have you ever seen a pepper so spicy that it just explodes?

Tall-Nut Rare Guardian Nut Plant Cost: 3 Power: 0 Health: 8 Team-Up Zombies' Overshoot and Strikethrough effects have no effect here. Plants behind this can't be hurt. Tall-Nut makes the ultimate sacrifice to prevent the Plant Hero's destruction: Standing still and doing nothing.

Fog

Blover Super-Rare Smarty Leafy Trick Cost: 4 Bounce all Zombies with 3 or less Power. "People like to ask me if my job blows. It's actually really easy. I just have to twirl my leaves around. It's basically free money."

Magnet-Shroom Super-Rare Smarty Mushroom Trick Cost: 2 A Zombie gets -2 Health and loses Armored. ''People say that Magnet-Shroom can be pretty negative at times. However, that just makes him postively attractive.''

Roof

Flower Pot Uncommon Mega-Grow Root Plant Cost: 1 Power: 0 Health: 4 Plant Fusion: A Plant played on this gets +2 Power/+2 Health if it's played on Heights. ''His face isn't actually his face. He's actually the little green plant right there. It's like Wobbufett all over again.''

Coffee Bean Rare Kabloom Fruit Trick Cost: 3 A Plant gets +2 Power and does a bonus attack. If it's a Mushroom, it also gets +1 Power. He's expanded his horizons a bit, but mushrooms are still his target market.

Upgrades

Gold Magnet Super-Rare Solar Leafy Plant Cost: 3 Power: 1 Health: 4 You get +3 Sun next turn. Mushroom Evolution: You get +3 Sun this turn. Technically not a mushroom.

Spikerock State Super-Rare Guardian Root Environment Cost: 4 Before combat here: Deal 3 damage to Zombies here. Environment Evolution (Play this on another Environment to activate this effect): Destroy a Zombie. ''He's often asked if he wants to rock. He prefers smooth jazz.''

A couple footnotes here: I repurposed the Gold Magnet to collect Sun instead of coins because that would just be stupid. I also couldn't think of anything non-money-related for Marigold, so I skipped that one. I also skipped Starfruit, because Shooting Starfruit already had the best idea for it. Thanks for reading this mammoth of a post. 