User blog:SolarKnight2/Primal Plants + Bonus

Primal Plants
Now, how these little/giant plants work, is that they are pretty taking a plant that already exists and etiher giving it "vitamins" steroids or making it a "team player"  rely on other Primal Plants. Good concept? I feel like it is.

The Main Primals stand for the ones that are really good by themselfs, but they can benifit others.

The Team Primals stand for the ones that are very bad alone, but insane when paired with other Primals.

Solar
Let's start off with a sunny day. wew

Primal Kernal-Pult
Tribe: Primal Corn Plant

Stats: Costs 5 sun, 2 strength, 4 health

Abilities: none

Special: When played on hights: Butter all Zombies.

Description: ''Butter and spikes and everything not nice. That's what all zombies deserve.''

Looks: Like a Kernal-Pult except the kernals are spikey and he has bushier eyebrowes.

[Alright, so Butter works where it instantly stuns a zombie, but that zombie stays stunned and unable to attack until it takes damage or until after 3 turns pass. So, this is REALLY strong. There is a little tiwst: If a buttered zombie gets buttered again, then it's stats are reduced by -2/-2 and it stays in the butter. So yeah, it's stronk.]

Primal Chomper
Tribe: Primal Flytrap Plant

Stats: Costs 4 sun, 2 strength, 2 health

Abilities: Team-Up

Special: Before combat here: Destroy a Zombie here. If it destroyes a Zombie, it doesn't attack this turn.

Description: ''*Almost* every Chomper has a taste for Zombies. It's in their gut.''

Looks: It looks like a Chomper with longer head spikes, larger leaves, and a darker purple body color.

[You know the old chomper that you would put behind a Wall-Nut or whatever defence and it would just eat all the zombies without needing to move? I decided to do that in a strange way.]

Primal Sunflower
Tribe: Primal Flower Plant

Stats: Costs 3 sun, 0 strength, 2 health

Abilities: Team-Up

Special: Start of turn: You get +1 Sun this turn for each Primal Plant

Descriptoin: As an early addopter of the "fill-your-face-with-sun" technique, you gotta be patient.

Looks: Exactly like the Primal Sunflower from PvZ2 except with the PvZH style.

[We! A lot of sun if you're using a Primal deck! By itself, it's really pathetic. It's 3 sun for a regular sunflower that only gives you one sun. If there is only one other Primal Plant around, it becomes like the Twin Sunflower. Any more, and it's insane. You'll need a lot of Primal Plants, that's for sure.]

Guardian
A good offence is a great defence. That's pretty much the Guardian Legendaries in a nutshell. GET IT?!? XD

Primal Wall-Nut
Tribe: Primal Nut Plant

Stats: Costs 3 sun, 0 strength, 8 health

Abilities: Team-Up, Armored 1

Special: Cannot take more then 4 damage at a time.

Description: For being a numb-skull, his head's really thick.

Looks: Exactly like the Primal Wall-Nut from PvZ2 except with the PvZH style.

[Why did I make it like that? The regular Primal Wall-Nut from PvZ2, it has this weird resist ability where Gargantuars aren't able to 1 hit kill them. So, I made it like that here, except it doesn't only work with Gargs. I felt like that damage limit is not good enough on it's own, so I gave it Armored 1 to counter the fact that it's not Amphibious and give it more tankiness.]

Primal Potato Mine
Tribe: Primal Root Plant

Stats: Costs 4 sun, 0 strength, 1 health

Abilities: Team-Up

Special: When destroyed: Deal 4 damage to a zombie here and 4 to each Zombie next door.

Description: ''For being so primitive, he can be really powerful. Heck, he could be state-of-the-art.''

Looks: Exactly like the Primal Potato Mine from PvZ2 except with the PvZH style.

[So, you know how the Primal Potato Mine in PvZ2 did a 3-by-3 explosion? This mine does the same damage as a Cherry Bomb, but it costs less. Why? It's dylayed; not instant. If it's too much, please tell me. I'm quite sure this is really balanced.]

Primal Cactus
Tribe: Primal Cactus Flower Plant

Stats: Costs 4 sun, 2 strength, 8 health

Abilities: Bullseye

Special: none

Description: ''She's prickly on the outside... that's it, really.''

Looks: Like the Cactus except more spikey, darker green, and a larger flower with more petals on it's head.

[SHHHHH! THIS IS NESSECARY! The regular cactus is insane and so useful, so I just took that and up-scaled it's stats. This makes it a lot stronger and more late game worth.]

Team Plants
None!

Kabloom
BOOMY SHROOMY!

Primal Seedling
Tribe: Primal Seed Plant

Stats: Costs 4 sun, 0 strength, 3 health

Abilities: none

Special: At the start of the next turn: Transfroms into a random plant that costs 3 sun to 8 sun.

Looks: Like the Seedling but very furry and it's expression is nutral instead of happy.

[So... this is not over powered because it's so costly and really easy to take out. If this thing goes off, duck and cover. (unless it's just something simple like a Punish Shroom) Oh man, this card might actually be really good. Solar Flare can push it out early when she has a lot of reasources and knows that the Zombie Hero has nothing to take it out with, Spudow can protect it with his defences, Night Cap can bounce anything that dares try to kill it (not super effective), and Captain Combustible can buff it's stats up to deal some dammage and make sure it lives (Also not super effective). This card is still countered super easy, but if it's played super earlly then it will pretty much always activate.]

Primal Puff-Shroom
Tribe: Primal Mushroom Plant

Stats: Costs 3 sun, 2 strength, 2 health

Abilities: Team-Up

Special: When you play another Primal Plant, give it +2 strength.

Looks: Like the Puff-Shroom but very furry and with bushy eyebrows right under the cap.

[You may be wondering "Why does it only give +2 strength and why only to other Primals?" Because, my friend, this is a Primal Plant and it needs to work with the other ones. It also only gives +2 strength because this is Kabloom, not Mega-Grow, and the 2 health would be really good because this mushroom already has Team-Up for you to put it behind something.]

Primal Buff-Shroom
Tribe: Primal Mushroom Plant

Stats: Costs 5 sun, 2 strength, 2 health

Abilities: none

Special: When played: Give all Primal Plants +2/+2.

Looks: Like the Buff-Shroom but a little bigger, furry, and less angry.

[Wow, that's a big buff.]

Mega-Grow
BIGGIE CHEESE! Had to be said.

Primal Cabbage-Pult
Tribe: Primal Leafy Plant

[Not done, sawwy]

Weeee
I hope that was fun for you :3