Board Thread:Plants vs. Zombies Heroes/@comment-28629991-20170910081256/@comment-29611741-20170915031542

Thinklogic wrote: YammaYamer21 wrote:

Zombiecrab wrote:

YammaYamer21 wrote: Could you please reiterate what all your special effects are ffs? ??? The ones you made yourself: Radioactive, Irradiated, Determined, etc.

Thinklogic wrote:

Virus Liatris: Solar

Flower Plant

Cost: 3 Sun

Stats: 3/3

When this does damage: Shuffle two Going Viral into the zombie heroes deck.

Usage: This is solar as it will reduce the number of zombies played, as their deck will become clogged with this trick. It would make controlling easier as you have fewer zombies to outright destroy

Smuggler Zombie: Sneaky

Pirate Zombie

Cost: 4 Brains

Stats: 2/2

Gravestone. When Revealed: Make a 1/1 Swabbie. When a Pirate hurts the plant hero: Steal a section of their block meter.

Neurologist: Brainy

Science Professional Zombie

Cost: 4 Brains

Stats: 3/5

When a Science Zombie does damage: It gains Bullseye. Science Evolution: You get +2 Brains for the rest of the game.

Disintergration Experiment: Brainy

Science Trick

Cost: 8 Brains

When you play a Science card: This costs 1 Brain less. Destroy all plants that cost 2 sun or less.

Dew Daffodil: Smarty

Flower Plant

Cost: 4 Sun

Stats: 3/6

When a plant or zombie thaws: Conjure a Cup of Water.

Note: Thaw means losing the freeze status by attacking

Cup of Water: Trick, Cost: 1 Sun. A plant gets +1/+1 I think Liatris should give more than it's cost(maybe a 3/4 or 4/4) since it's benefits aren't direct, if even existent at times.

Smuggler Zombie just gives Mars Flytrap's effects to other Pirates, and it summons a 1/1... honestly barely a 2-cost IMO.

DAMN dat Neurologist Evolution! I get there's stuff like Fossilhead, but that doesn't excuse this kind of stuff. You sure that'd be balanced?

Disintegration Exp. is WAY too expensive for something that's only really effective early-game tbh, even with the decreasing cost effect. Honestly that effect is better attatched to finisher or end-game comeback cards rather than this early-game demolisher.

I have nothing against Dew's ability, but I just don't like 4-cost 3/6s... they're barely under Wing-Nut-OP's stats. But I really like that effect. Seems like a nice addition to a Freeze deck. Smuggler Zombie is a 2/2, but makes a 1/1 Pirate in a lane of your choice when revealed, meaning you can place it in a empty lane and it will benefit from the Smuggler's effect, hence I made it a bit costly. But the effect is pretty weak. There's a reason that a 1-cost 2/2 can have it and not break the game; that ability is pretty puny at times and highly luck-based too. Honestly, it's a glorified blocker at worst, and a Super-Block activator at best. Maybe it's usable as a 3-cost, but 4 is certainly too much.

RandomzSunfish23901 wrote:

Rafflesiosaurus

Smarty

Animal Flower Plant

4 cost, 4/5

Amphibious

Dino-Roar: A random zombie gets -2 strength. Umm... no? It's a 4-cost 4/5 Amphibious. That's already a red flag. And it has a pretty good Dino-Roar ability on top of that. It's a balanced one, unlike *insert virtually any other Dino-Roar here*, but it has above-average stats, a Trait, and a good ability!? Maybe without Amphibious, but even then it'd have to be Legendary or something.