User blog:CWJ-D/PvZH New Plant Class Idea: Pesky

Looks like my popularity on my last Blog post is dying out...I think I'll make one for the Plants now.

Like Zombies, there are 5 Classes for Plants as well.

Mega-Grow, which focuses on destroying enemies with huge stat boosts and Bonus Attacks. Pea-based Class.

Kabloom, which focuses on dealing lots of raw damage to overwhelm the enemy. Mushroom-based Class.

Smarty, which focuses on outsmarting the enemy with clever abilities and foiling their plans. Bean-based Class.

Solar, which focuses on making lots of Sun, healing, and instant destruction. Flower-based Class.

Guardian, which focuses on making Plants last longer using Team-Up, Shielded, and Armored. Nut-based Class.

And well? I have an idea for a sixth class for Plants too.

Adaptive Class
Adaptive Plants deal with tricky and strong enemies by discouraging stat changes, disruptions, special effects and traits!

Adaptive's main role is to regulate the field, to weaken anything that gets too out of control. Got an Octo Zombie rampaging around? Boom. Goodbye Frenzy. Wary of a random Paparazzi Zombie just waiting to recieve a ton of stat boosts? Bam. No buffing for you! In fact, Adaptive is kinda like Crafty in terms of that they both ruin the enemy's plans, but in their own ways.

Adaptive Class is a Vine-based Class, but also has some Plants that synergize with Moss Plants.

There are:

2/10 Basic - Commons

0/5 Premium - Uncommons

1/4 Premium - Rares

3/3 Premium - Super Rares

0/2 Premium - Legendaries

0/3 Superpowers

0/5 Plant Heroes

Basic synergy card: TBA

Premium synergy card: Creepy Crawly

Teammates
Vinelet (Basic - Common)

Vine Plant

Cost: 1

Stats: 1/1

Effect: None.

-Vinelet's latest pun is: "Vat did the Sour Grapes say ven it vas destroyed? He let out a little vine."

Guarchantia (Basic - Common)

Moss Plant

Cost: 3

Stats: 2/2

Effect: All Plants are protected from Tricks and abilities that instantly destroy Plants.

(All Plants on the field are immune to Tricks that instantly destroy plants like Rolling Stone, Rocket Science, and Locust Swarm, as well as passive Abilities like Zombot Sharktronic Sub, Squirrel Herder, and Zombot 1000, as long as this is on the field.)

''-Zombies man. They moss stop their Weed Sprayin' and Squirrel Herdin' and Locust Swarmin'. We Plants are not lichen those cheap tactics.''

Christmas Tree (Premium - Rare)

Vine Tree Plant

Cost: 4

Stats: 2/4

Effect: When this first destroys a Zombie: Gain +1 and any attacking traits that zombie had. This gains +1 for any additional Zombie this destroys after.

-Always outshadowed by his more festive cousin, he once stole Christmas as his revenge.

Creepy Crawly (Premium - Super Rare)

Vine Plant

Cost: 5

Stats: 4/3

Effect: Make an extra card of each Vine Plant on the field excluding this into your deck.

(If there is 1 Vinelet, 1 Whipvine, 1 Creepy Crawly, and 1 Soul Patch on the field, Creepy Crawly will add 1 Vinelet card, 1 Whipvine card, and 1 Soul Patch card into your deck.)

-Crawling in their skin!

Mono-Chromeberry (Premium - Super Rare) Berry Plant

Cost: 5

Stats: 5/5

Effect: Removes Bullseye, Strikethrough, Frenzy, Deadly, Armored, Shielded, and Afterlife traits from all present and future Zombies played.

(All-Star loses Armored 1. Wizard Gargantuar does not give Bullseye to any Gargantuar, including itself. All removed traits are restored when Mone-Chromeberry is removed from the field.)

''-He knows how Solar Heroes felt after Zombies gained Strikethrough. He knows that feel, bro.''

Wallflower (Premium - Super Rare)

Flower Plant

Cost: 5

Stats: 5/5

Effect: Removes 'When played' effects from all Zombies.

-Unlife of the Party has just proven that Wallflower is not related to Zomerica's politics in any means.

Currently unfinished. Just...try to be patient.