Template:ZCPvZH


 * -|This Post's New Cards=


 * -|Zombiecrab Original Cards=

Somnolentil
Premium - Rare

Costs 3 Sun to play

2 Strength, 3 Health

Bean Plant

Special: When this attacks a zombie card, that zombie loses 1 Strength.

He prides himself on his Latin class that can put anyone to sleep. Maybe that is why almost no one gets his name.

Appearance: Looks like a lentil (pretty much like a small bean), with a drowsy expression. He is yawning constantly and closing his eyes for a few seconds on end in his idle animation.'''   '''

Violentil
Premium - Rare

Costs 4 Sun to play

5 Strength, 4 Health

Bean Plant

Special: When this plant is hurt, this gains 1 strength, and gains Frenzy until the Zombie card that hurt it is destroyed. If it is hurt by a Zombie trick, it gains two strength, but no Frenzy. If it is hurt by any Plant card, it gains nothing.

Soul Patch and his brother Somnolentil are always telling him to be more mellow, but when those Zombies hurt him, it justs makes him so… so… so ANGRY!!!!

Appearance: Looks like a lentil (pretty much like a small bean) that looks really angry, and is colored red. He is clenching his teeth and sweating, with his glaring eyes darting around quickly, in his idle animation.

Camo-mile
Premium - Rare

Costs 2 Sun to play

1 Strength, 2 Health

Herb Flower Plant

Traits: Unseen, Team-up

Special: Any Zombie that hurts this loses 2 Strength.

Camo-mile excels at blending in with his environment, and going unseen through hordes of Zombies. Although this is in part due to his excellence in camouflage, he is great at putting Zombies to sleep.

Appearance: Looks like a pile of crushed up Camomile flowers (like what they look like when they are being made into tea). Eyes appear in the center of the pile, under some of the dried-up leaves, looks around, and then disappear in his idle animation.

Ultra-Violet
Premium - Legendary

Costs 5 Sun to play

0 Strength, 4 Health

Flower Plant

Traits: Unseen, Team-up (although, when placed, this goes behind all Plant cards in that lane instead of ahead)

Special: All Plants in this lane and in the two (or one) lane next to it will gain the Unseen trait until this is destroyed

Using Advanced Flower Technology, Ultra-Violet can make itself and all Plants next to it reflect only Ultraviolet light, out of the ordinary colors that zombies can see. Then again, most zombies are colorblind, anyway.

Appearance: Looks like a Violet with a face on the side of the flower, facing the zombie side, wearing a large visor (think like Virtual Reality headwear) with a yellow lense covering the eyes and light purple (different shade than Ultra-Violet) sides. No idle animation other than bobbing up and down.

Olive Branch
Premium - Rare

Tree Plant

Costs 3 Sun to play

0 Strength, 3 Health

Leafy Tree Plant

Traits: Team-up

Special: This cannot gain Strength. All other Plants and Zombies here cannot attack until this is destroyed.

Wishes that Plants and Zombies would give peace a chance.

Appearance: Looks like an Olive Branch with eyes roughly in the middle of it. No idle animation other than blinking.

Tonato
Premium - Rare

Costs 4 Sun to play

2 Strength, 4 Health

Tomato Plant

Traits: Team-up

Special: This gains 1 Strength for any Squash Plant, Smashing Pumpkin, or other Tonato on the board.

Originally from a small garden where not much happened, the heroic stories of all of the Squashes and Smashing Pumpkins inspired Tonato to let himself go, and start squashing zombies to protect Plants himself.

Appearance: A fat tomato with a grin and two beady black eyes. Shuffles his weight, rocking back and forth, for his idle animation.

Plum-met
Premium - Rare

Costs 3 Sun to play

Fruit Plant Trick

Ability: Can only be used on a Tonato, Smashing Pumpkin, or any Squash Plant. When used on one of these, this Plant gains 2 Strength and Frenzy, and does a Bonus Attack. After they finish the Bonus attack they lose two Strength and Frenzy.

Who knew that Plums could be so good at helping inspire Plants to squash things harder?

Animation: A large purple plum lands on the Squash Plant, Smashing Pumpkin, or Tonato, and then explodes, giving the Plant the 2 Strength and Frenzy. Then, after the explosion is done, the Plant does the Bonus Attack.

Sasquash
Premium - Legendary

Costs 6 Sun to play

5 Strength, 6 Health

Animal Squash Plant

Traits: Team-up

Special: When this loses Health to a Zombie fighter, it gains twice as much Strength as the Health that it lost, and gains Frenzy. It also does twice as much damage than the Strength that it has when it attacks the Zombie that originally hurt it. After that Zombie is destroyed, it loses one Strength, loses Frenzy until it is attacked again, and continues to lose one Strength per turn unless it is attacked again, but the minimum Strength it can go by itself is 1. This switches lanes every turn unless it is damaged by a Zombie.

The elusive, legendary Sasquash. Many a Zombie wishes to capture this elusive Plant, and many Zombies question it's existence. "If it exists, why have I not seen solid evidence or news of this Plant?" many Zombies wonder. Well, the reason for that is that no Zombies who try to capture it ever come back.

Appearance: A large squash covered in brown hair except for his face, wearing a hat like the Sasquatch in Garden Warfare 2 over it's stem. When this is hurt by a zombie card and gains Strength and Frenzy, it roars and shows two large fangs in it's mouth protruding from the bottom of it's mouth. It bobs up and down continuously, which serves as it's only idle animation.

Nukkhini
Premium - Legendary

Costs 4 Sun to play

0 Strength, 5 Health

Atomic Fruit Plant

Traits: Team-up (always goes to the back of any Plants in lane, instead of front)

Special: If this survives and is not destroyed for two turns, it destroys itself and shuffles the Nukkhini Drop card into your hand.

Appearance: Looks very similar to the Tactical Cuke, except slightly different, as zucchinis are slightly different in appearance to cucumbers. Looks around for idle animation (not moving body). When this destroys itself, it plays an animation where it appears to blast off and fly up off the screen, then shuffling the Nukkini Drop card into your hand.

Nukkhini Drop
Token

Costs 1 Sun to play

Atomic Fruit Trick

Ability: Do 7 Damage to a Zombie, and 5 damage to zombies next door. They get Irradiated 1.

Animation: A Nukkhini (looks identical to the one from the card) drops from the sky onto the zombie that it is used on and explodes into a transparent green mushroom cloud.

Im-pulp-able
Premium - Rare

Costs 2 Sun to Play

Fruit Trick

Ability: When used on a Plant, that Plant gains the Unseen trait for the next three turns.

A little-known benefit of Vitamin C is that it can make you invisible.

Animation: A floating orange appears over the Plant that you use this trick on, and it then blows up into juice that rains down on the Plant, making the Plant's stats disappear to the zombie Hero (the Unseen trait).

Disa-pear
Premium - Legendary

Costs 3 Sun to Play

Pear Trick

Ability: This gives the Plant that it is used on the Unseen trait permanently, and literally turns it invisible to the enemy player. If this is used on an another Plant in the Pear tribe, that Pear gains 3 Strength and 3 Health, as well.

This great power that lies in Pears has lain unseen to all Zombies.

Animation: A Pear appears over the Plant, looks in both directions, and then fades out of sight. After it disappears, the Plant that it was used on also fades out of sight to the enemy Player.

Vine-yl
Premium - Super-Rare

Costs 2 sun to play

Vine Trick

Ability: All Dancing Zombies lose all of their strength.

Nothing like some old good music to stop those Dancing Zombies in their tracks. Still better than their music, for the record.

Animation: A green vinyl record with darker green vines all over it appears in the middle of the screen, floating, then play a generic disco song, and then disappears.

Cold-Slaw
Premium - Uncommon

Costs 4 Sun to play

1 Strength, 3 Health

Leafy Plant

Traits: Team-up

Special: When this damages a zombie or is damaged by a zombie, Freeze that zombie. When this is defeated: Freeze all Zombies with Health or Strength more than 3.

Nothing like some too-cold salad to chill a zombie to his bones (and teeth).

Appearance: Bluish-green coleslaw salad in a blue bowl with depressed eyes peeping out of the salad on the top of it.

Coal-Slaw
Premium - Super-Rare

Costs 6 Sun to play

3 Strength, 4 Health

Leafy Plant

Traits: Team-up

Special: Plants cannot be Frozen as long as this survives. When this is defeated, create a Burning Coal-Slaw here.

Coal-Slaw disagrees with his brother's cold ways of dealing with zombies. But when things start to get heated, he enjoys lighting them up.

Appearance: Coleslaw in an orange bowl, very similar in appearance to Cold-Slaw, but the salad in the bowl is a bit on fire, and the eyes on the top of the salad look excited, instead of tired.

Burning Coal-Slaw
Token

Costs 1 Sun to play (if Bounced/Summoned)

8 Strength, 2 Health

Leafy Plant

Traits: Team-up

Special: This cannot lose Health or Strength in any way, if this survives for two turns, destroy itself. This cannot be Frozen.

"HAHAHAHAHA! BURN, ZOMBIES!"

Appearance: Coal-Slaw, except completely on fire (instead of only slightly on fire), with an insane look in it's eyes.

Cole-Slaughter
Premium - Rare

Costs 4 Sun to play

Leafy Trick

Ability: All Plants in the Leafy Tribe gain 5 Strength and do a Bonus Attack as soon as this trick is played.

Animation: A floating pile of salad with eyes appears, and then narrows it's eyes. It disappears after that.

Boss Moss
Premium - Rare

Costs 5 Sun to play

5 Strength, 4 Health

Moss Plant

Traits: Bullseye

Special: All Zombies on the board cannot gain more Strength than this has. If a Zombie has more Strength than this, it loses however much Strength until it is one Strength below this plant's Strength.

He makes sure to assert his dominance over the Zombies.

Appearance: A round chunk of moss in a businessman suit with a tie and eyes that look arrogant.

Poacher Zombie
Premium - Rare

Costs 4 Brains

3 Strength, 4 Health

Professional Zombie

Special: If this hurts an Animal Plant, destroy it.

He can't bring himself to poach animals. But Animal Plants? He's fine with that.

Appearance: A zombie wearing a leather jacket with a gray scarf, holding a rifle that says "Z-Rifle" on the side. He attacks by aiming and shooting his rifle at plants. He looks down the barrel of his rifle for his idle animation.

Wall-Flower
Premium - Legendary

Costs 6 Sun to play

3 Strength, 3 Health

Flower Plant

Traits: Armored 1

Special: When played: create a 0/6 Wall-nut with Team-up in this lane. Zombies in this lane lose Frenzy and cannot do bonus attacks. However, this loses one Strength whenever this is hurt. All plants that lose all Strength (including itself) while this is on the board gain the Unseen trait.

She may be shy, but her shyness makes her great at not being noticed.

Appearance: A flower that is curling up in a similar way to Shrinking Violet.

Radiation Carnation
Premium - Rare

Costs 5 Sun to play

3 Strength, 3 Health

Atomic Flower Plant

Traits: Radioactive 2

Special: None.

Proof that flowers still grow in a nuclear wasteland.

Appearance: A carnation with light green glowing petals.

Z-Bomb
Premium - Legendary

Costs 6 Brains to play

Science Trick

Ability: In the lane that it was played in: Hurt all plants by 3 and all Zombies by 2, and create a Nuclear Wasteland environment in the same lane.

More powerful than the A-bomb and the H-bomb combined.

Animation: A large bomb that looks like a nuclear bomb with a purple Z painted on it takes off from behind the zombie Hero, flies up out of sight for a few seconds, and then falls right in the middle of it's lane and explodes in a huge purple mushroom cloud.

Nuclear Wasteland
Token

Costs 2 Brains to play (if Summoned)

Science Environment

Ability: All plants here get Irradiated 3, and all zombies here get Irradiated 1.

Imagine... a zombie apocalypse at the same time as a nuclear apocalypse... that has just become a reality.

Appearance: The lane appears to be dry, dusty, and desert-like, with a rusty sign sticking up that has a nuclear symbol on it.

Imp-palpable
Coming soon.

Tasil
Premium - Rare

Costs 4 Sun to play

2 Strength, 3 Health

Leafy Plant

Special: When this hurts a zombie, Stun it.

Everyone always calls his kind " extremely fragile plants". Well, who are they calling "fragile" now?

Appearance: A leaf of basil pointing upwards with only two small black narrowed eyes and a flashing electrical outline.

Tormado
Coming soon.

Crabapple Tree
Coming soon.

Crabapple
Coming soon.

Spearmint
Coming soon.

Rasp-Berry
Coming soon.

Tonion
Coming soon.

Butter-Nut-Squash
Coming soon.

Coal-slaw
Coming soon.

Carrocket Strike
Coming soon.

Catnip
Coming soon.

Drop the Beet
Coming soon.

Z-Tree
Premium - Super-Rare

Costs 2 Brains to play

0 Strength, 4 Health

Science Robot

Special: All tree cards lose all strength, and cannot gain strength until this is destroyed.

The latest and greatest in artificial tree technology from Z-Tech, this does everything that a tree can, and more.

Appearance: Like a tree, except gray and metal, with screws, and two signature Zombot eyes on the trunk. It has purple fibrous material instead of leaves. Blinks and it’s artificial purple leaves rustle for it’s idle animation.

Poison Pollution
Premium - Rare

Costs 6 Brains to play

Garbage Trick

Ability: When played, damage all plants in the lane it was played in by 2 and all zombies in the lane by 1, and create a Polluted Place environment in the same lane. Can be played in amphibious lanes.

Also called Zmog.

Animation: A factory chute bursts out of the ground in the middle of the lane that it was played in and spews our green gas, with settles after damaging the cards in it's lane and then creates the Polluted Place environment.

Polluted Place
Token

Costs 2 Brains to play (if Summoned)

Garbage Environment

Ability: All plants here get Toxified 3, and all zombies here get Toxified 1.

So much zmog can't be good for anything alive. Good thing that zombies are undead.

Appearance: The green gas is in the entire lane, with toxic waste barrels lying in three places in the lane, and if it is in an amphibious lane, the liquid has a pattern of glowing green spots on it's surface.

Repair Bot
Premium - Rare

Costs 2 Brains to play

Science Trick

Ability: Heal a Science zombie or robot to full health and give it +1 Strength.

Got something science-ey that has fallen into disrepair? Burned out, exploded, or maybe damaged by angry plants? Order a Repair Bot now to get it back to better-than-new condition!

Animation: A floating gray robot that looks like a combination between a Pit Droid and a forklift with signature yellow Zombot eyes floats down from the sky above the selected zombie, and then a dust cloud appears covering the zombie and the Repair Bot as mechanical sounds can be heard. After the dust lifts, the zombie has it's new stats, and then the bot zips back up.

Crash Land
Premium - Rare

Costs 6 Brains to play

Science Trick

Ability: Create a Burning Wreckage in a selected lane, deal five damage to the first plant in that row, and create two Astronaut Zombies in random lanes.

Funny, the last thing that that Plant Hero was thinking was, "The only way that this could get worse is if zombies fell out of the sky".

Animation: A purple and white rocket ship zooms down from the sky with it's front on fire at an angle and crashes into the middle of the selected lane, creating a huge dust cloud, and when that cloud clears, the plant is either damaged or playing it's destroyed animation, the Burning Wreckage card is in it's place at the tile closest to the Zombie Hero, and the two Astronaut Zombies are in random lanes.

Burning Wreckage
Token

Costs 1 Brain to play (if Bounced/Summoned)

0 Strength, 5 Health

Science Garbage Card

Traits: Armored 1

Special: This cannot gain Strength in any way.

Even after destruction, it still valiantly serves the zombie cause by blocking projectiles.

Appearance: A burnt, mangled, flaming version of the ship seen crashing in Crash Land is half-submerged in the ground, with smoke drifting up into the sky.

Astronaut Zombie
Token

Costs 1 Brain to play (if Bounced/Summoned)

2 Strength, 3 Health

Professional Science Zombie

Traits: Armored 1 (Astronaut helmet)

Special: None.

Although he has found the residents of his landing spot quite unfriendly, at least he got a warm welcome back to Earth. A superhot, near-fatal one, at that.

Appearance: He looks like the Astronaut from the Garden Warfare franchise, except with a cracked, broken helmet, a torn spacesuit, and black eye, referencing the fact that he crash landed. Technically, this should be in the "Cards Of Characters/Things that Already Exist In the PVZ Franchise" section of my PvZH ideas, but because I added the word "Zombie" to the end of "Astronaut" instead of keeping it's name in PvZ: GW and PvZ: GW2, it will remain here.

Bag o' Imps!
Coming soon.

Imperor
Premium - Legendary

Costs 10 Brains to play

5 Strength, 5 Health

Imp Zombie

Special: When played: create a Thousand-Year Impire here. Summon an Imperial Guard in both lanes next door. When destroyed: Draw an Imperial Heir.

His Impire will last a thousand years!

Appearance: Coming soon.

Thousand-Year Impire
Token

Costs 1 Brain to play (if summoned by Superpower)

Proffessional Imp Environment

Ability: All Imps here get Frenzy and Armored 1. If an Imp here survives combat here, create a Thousand-Year Impire in both lanes next door.

Soon, the Imperor's reach will cover all the land.

Appearance: Coming soon.

Imperial Guard
Token

Costs 1 Brains to play (if bounced/summoned)

3 Strength, 6 Health

Professional Imp Zombie

Traits: Double Strike

Special: If an Imperor is going to take damage, the Imperial Guard with the most health on the board takes the damage instead.

He would gladly give his un-life for the Imperor and his great Impire.

Appearance: Coming soon.

Imperial Heir
Token

Costs 2 Brains to play

2 Strength, 3 Health

Imp Zombie

Special: If this survives combat here, this becomes an Imperor.

Even if the great Imperor may fall, this heir will inherit his Impire.

Appearance: Coming soon.

Big Leaguer
Premium - Legendary

Costs 9 Brains to play

6 Strength, 5 Health

Professional Sports Zombie

Special: When Played: Draw two Baseball Zombies and an Umpire Zombie. This can only be hurt by Tricks or splash damage, and all attacks that are not tricks or splash damage this zombie will hit back, hurting a random plant for the damage of the deflected attack. End of turn: This moves to a random lane.

He honestly couldn't care less about Baseball, all that he knows is that he has a bat, and he will swing it at anything that gets close, be it a pea, a melon, or another zombie's flying head.

Umpire Zombie
Token

Costs 2 Brains to play

2 Strength, 6 Health

Sports Zombie

Traits: Armored 1

Special: If a Big Leaguer is going to take damage, the Umpire Zombie with the most health on the board takes the damage instead.

Umpire Zombie is great at catching things. It's what he does. Baseballs, deadly organic projectiles, you name it. He's never done anything else. The thought is rather scary to him.

Full Harvest
Coming soon.

Tranquilizer Dart
Coming soon.

Dieting Zombie
Coming soon.

Vegetarian Zombie
Coming soon.

Blast from the Past
Premium - Rare

Costs 4 Brains to play

History Science Trick

Ability: Draw three History Zombies, and create a History Zombie that costs 4 Brains or less in a random lane.

Who're the plants calling "old-school" now, huh?

Animation: A blue time portal appears in the chosen random lane, and then disappears, leaving the History Zombie in it's place, and then the Zombie Hero draws the three History Cards.

Pain Train
Premium - Rare

Costs 9 Brains to play

Science Trick

Ability: Destroy all plants in a selected lane and deal 5 damage to the Plant Hero.

Pain Train brings the PAIN to plants in bulk shipments.

Animation: A one-eyed train (that looks like the one from Jewel Junction) comes barreling down the selected lane, it's wheel sparking due to the lack of rails, destroying plants as it hits them and then exploding when it hits and damages the Plant Hero, little bits of it going all over the board, and then disappearing.

Neurologist Zombie
Coming soon.

Blacksmith Zombie
Premium - Rare

Costs 5 Brains to play

3 Strength, 4 Health

Professional History Zombie

Traits: Armored 1

Special: Start of Turn: This gives you either an Armor Pack or a Super Armor Pack. When played: This is Shielded for this turn.

"I always make the best Armor for my customers, except for when I make the even better armor."

Appearance: A zombie that looks like a blacksmith.

Armor Pack
Token

Costs 1 Brain to play

History Science Trick

Ability: Give a selected zombie +1 Health and Armored 1.

"Armor, armor come get your armor."

Animation: A little intricate pack of metal will appear above the selected zombie, glow white, and then expand into a full suit of armor (similar to Knight Armor) and fall onto the selected zombie, causing a dust cloud that obscures the zombie from vision for a few seconds. After the cloud is gone, the zombie will have the increased Health and the Armored trait.

Super Armor Pack
Token

Costs 2 Brains to play

History Science Trick

Ability: Give a selected zombie +2 Health, Armored 2, and it is Shielded this turn.

If there was a deluxe version of armor, this would be it.

Animation: A bigger, bulkier version of the other Armor Pack will appear above the selected zombie, gleam white, and then fall onto the zombie, creating the vision-obscuring dust cloud, and then when the cloud clears the zombie will have all the effects given by this trick.

Lumberjack Zombie
Premium - Rare

Costs 2 Brains to play

2 Health, 3 Strength

Professional Mustache Zombie

Special: If this damages a tree, destroy it.

Having over 200 years of experience chopping trees, he can now cut them down with just one swing of his axe. He doesn’t cut down trees for lumber, though. He just really hates trees with a passion.

Appearance: A zombie with an orange beard and a red and black plaid jacket, holding a rusty gray axe. No idle animation other than blinking.

Ice Age
Premium - Legendary

Costs 5 Brains to play

History Trick

Ability: Freeze all Plants this turn.

Zombies, it is known, have an amazing resistance to cold. Plants aren't so lucky.

Animation: The board frosts over and a sheet of ice forms over aquatic lanes (generic, doesn't matter what substance the liquid is), a chilly wind blows some snowflakes across the board, all plants Freeze, and then the board goes back to normal, with the plants still frozen.

Missile Annihilation
Premium - Rare

Costs 8 Brains to play

Science Trick

Ability: Destroy a selected environment, deal 7 damage to all plants in that lane, and move all plants in that lane that survive to a random lane.

If all else fails, you can always destroy an environment by blowing it to smoking rubble.

Animation: Five large ZPG -looking missiles all bury themselves in the lane with the environment, stay half submerged for a second, and then all blow up at once, sending rocks and gravel flying and leaving a smoke cloud that dissipates after a few seconds, after which the lane has no environment, and the plants in it are either destroyed or moved to a random lane.

Cryogenic Freeze
Premium - Rare

Costs 6 Brains to play

Science Trick

Ability: Freeze a zombie. That zombie cannot be hurt or destroyed until it unfreezes three turns later.

Somewhere out there, a zombie is ready to be frozen, and wake up in the world of three turns later.

Animation: A hovering disk drifts down from the sky, settles above the zombie's head, and Freezes them. The disk remains there until three turns later, when it Unfreezes the zombie and floats up off the screen.

Cryogenic Experiment
Premium - Super-Rare

Costs 6 Brains to play

Science Trick

Ability: Destroy a Zombie. Draw a Frozen Zombie Head.

Some people have their head cut off when they die, in the hopes that they will get resurrected in the future. Well, zombies are already dead, and taking their head off doesn't bother them that much, anyway, so it's worth a shot...

Animation: The zombie plays the Frozen animation (but is not actually Frozen) and is destroyed, and then you draw the Frozen Zombie Head

Frozen Zombie Head
Token

Costs 999 Brains to play

Science Trick

Ability: This card cannot be played. After four turns, remove this card from your deck, and draw an Unbelievable Head-Bot Zombie.

Many turns have passed, but yet science is no closer to discovering a way to revive this zombie.

Animation: None exists (because it cannot be played), so I suppose that it would cause the game to crash if it is played.

Unbelievable Head-Bot Zombie
Token

Costs 0 Brains to play (8 if Summoned)

4 Strength, 7 Health

Science Zombie

Traits: Armored 1, Strikethrough, Double Strike, Untrickable

Special: When destroyed: destroy the first plant here and next door.

He's back, and feeling better and stronger than ever.

Appearance: The head of the whatever zombie was destroyed with Cryogenic Experiment floats up and down in a round glass tank full of green liquid and from time to time plays the blinking animation of the head of whatever zombie was destroyed. The body is a huge humanoid machine with tank treads and flexible tube arms that have laser gun barrels attached to the end.

Brain-bot Zombie
Premium - Rare

Costs 5 Brains to play

3 Strength, 3 Health

Gourmet Science Zombie

Traits: Armored 1

Special: When destroyed: You get +1 Brain next turn.

Despite his great contributions to the zombie cause, all of his teammates only see him as nothing more than meals on wheels... or treads, that is.

Appearance: Coming soon.

Rhubarbarian Leader
Premium - Legendary

Costs 5 Sun to play

4 Strength, 4 Health

Leafy Plant

Traits: Armored 1

The time to attack is now! And now again!

Special: If this destroys a zombie, attack again immediately. When this enters an environment: Summon a Rhubarbarian with Team-up. When this is destroyed: Draw two Rhubarbarians.

Rhubarbarian
Token

Costs 1 Sun to play

3 Strength, 2 Health

Traits: Armored 1

Firmly believes that their Rhubarbarian Camp should get a Rhubarbed-wire fence.

Special: If this destroys a zombie, attack again immediately. When in an environment: If this hurts a zombie with strength below 3, destroy it.

Rest in Peas
Premium - Rare

Costs 4 Sun to play

Pea Trick

Ability: Whenever a Zombie is destroyed this turn, draw a random Pea card.

May Zombies always and eternally rest in Peas.

Animation: A grave with an engraved sketch of a Peashooter from the original PvZ bursts out of the ground in the middle of the field, shines, and then goes back underground.

Grave Mistake
Premium - Rare

Costs 3 Sun to play

Plant Trick

Ability: When a selected Gravestone is revealed: The revealed zombie gets -2 Strength and -1 Health. Draw a random trick card.

The zombies don't understand the gravity of this situation.

Animation: ???

Final Respects
Premium - Rare

Costs 3 Sun to play

Flower Trick

Ability: Create a random flower with Team-up in a selected lane with an unrevealed Gravestone. That flower gets +2 Strength and +2 Health. Draw a random flower.

It's always nice to leave flowers by a grave. To show respect, you know.

Animation: A bunch of tiny white flowers appear at the base of the gravestone in the lane that you picked, and then the random flower is created, and another is drawn. Then the tiny white flowers all disappear.

RADish
Premium - Rare

Costs 3 Sun to play

3 Health, 2 Strength

Atomic Root Plant

Traits: Radioactive 2

Always enjoys forcing zombies to absorb ionizing radiation.

Appearance: A glowing green radish sticking out of the ground like the Rescue Radish.

Machine Gun Zombie
Premium - Legendary

Costs 6 Brains to play

3 Health, 3 Strength

Automatic Zombie

Traits: Double Strike, Frenzy

Special: This attacks at the start of each turn, at the end of each turn, and before combat here, as well as attacking normally.

Doesn't feel inclined to wait before shooting at anything that moves.

Policeman Zombie
Premium - Rare

Costs 4 Brains to play

2 Strength, 3 Health

Professional Mustache Zombie

Special: When this hurts a plant, Stun it.

Nobody knows why he prefers to run up and use his taser on plants instead of just shooting them with his good-as-new pistol.

Appearance: A zombie dressed in a blue policeman's uniform with a bushy brown mustache and holding a taser in his right hand.

Entrepreneur Zombie
Premium - Rare

Costs 5 Brains to play

3 Strength, 6 Health

Professional Zombie

Special: When destroyed: Draw this zombie with a cost 1 Brain higher than it was the previous time. If this survives for 2 turns, this becomes a Tycoon Zombie.

He has this fabulous new product idea that he thinks will be irresistible to buyers everywhere...

Appearance: Coming soon.

Tycoon Zombie
Token

Costs 1 Brain to play (if Bounced/Summoned)

5 Strength, 8 Health

Professional Zombie

Special: If this survives for 2 turns, this becomes a Zillionaire Zombie.

His product has taken off, with the ZomCo® Brain™ in extremely high demand.

Appearance: Coming soon.

Zillionaire Zombie
Token

Costs 1 Brain to play (if Bounced, costs 10 Brains to play if Summoned)

7 Strength, 10 Health

Professional Zombie

Special: Start of turn: You get +4 Brains. Create a Business Empire in the lane that this is placed in.

Now he is the owner of a small empire, with oodles and oodles of Strength and Brains. "But was it really worth it?" he asks himself. Yes, yes it was.

Appearance: Coming soon.

Business Empire
Token

Costs 5 Brains to play (if Summoned)

Professional Environment

Ability: For every Professional Zombie here and next door, you get +3 Brains next turn.

Description: A kingdom made on cash, an empire made on merchandise, a bureaucracy made on Brains, this powerful Brain-generating hub will likely be here for a very long time.

Cop Show
Premium - Rare

Costs 7 Brains to play

Professional Party Trick

Ability: Create a Good Cop and a Bad Cop in random lanes. Draw a Policeman Zombie and a Thief Zombie.

In a cop show, there's always a Good Cop, a Bad Cop, and a criminal. Oh, and then there's also that cop in the background that doesn't do much.

Animation: An empty circle appears in the center of the screen/board with the Good Cop and Bad Cop standing back-to-back (the Bad Cop is holding a smoking gun pointing up) with the Thief Zombie in a sneaking pose in the background, and the Policeman Zombie visible in the background with a vacant expression. The circle is on the screen for a few seconds, while rays of light spin clockwise around the perimeter, and cop show-esque music plays. Then the circle quickly shrinks into nothingness, and the Good Cop and Bad Cop are played and the Policeman Zombie and the Thief Zombie are drawn.

Good Cop
Token

Costs 2 Brains to play (if Bounced/Summoned)

1 Strength, 2 Health

Professional Zombie

Special: Start of Turn: If a plant is in it's lane, that plant loses 1 Strength.

Police interrogations always take the energy out of criminals.

Appearance: A zombie that looks like Policeman Zombie, except with no mustache, light gray hair, and a kindly smile.

Bad Cop
Token

Costs 5 Brains to play (if Bounced/Summoned)

4 Strength, 4 Health

Professional Zombie

Traits: Hunt

Special: If a plant uses a Trick on the plant in it's lane, reverse the effects of that Trick and damage that plant by one.

Criminals (and plants) can't get away with anything under his steely gaze, and he is ready to use as much force as he needs to to get the information that he needs.

Appearance: A zombie that looks like the Policeman Zombie, except with nontransparent police shades on, a grimace, a large badge with a "Z" that says "ZPD Bad Cop" under the "Z". He also has his hands folded behind his back.

Thief Zombie
Token

Costs 4 Brains to play

2 Strength, 4 Health

Professional Zombie

Special: Start of turn: Remove a random card from the Plant Hero's deck. Gain +2 Brains.

Over the years, this zombie has become a master at stealing things and selling them for Brains. Now, the ZPD has caught this zombie and repurposed him for the zombie cause.

Appearance: A zombie dressed in all black with a bandit's mask over his face.

Appearance: Coming soon.

Rocket Salad
Premium - Legendary

Costs 8 Sun to play

7 Strength, 6 Health

Leafy Plant

Traits: Splash Damage 2

Special: Start of turn: This moves to a random lane. If this destroys a Zombie, after Combat Here, do 4 damage to a selected Zombie.

Rocket Salad couldn't if he wanted to be themed after the rocket projectile or the rocket ship, so he just choose both.

Appearance: A salad in a bowl with beady, narrowed eyes, and two miniature rockets strapped to his bowl, as well as a large missile launcher strapped to his head. When he switches lanes, the two miniature rocket activate while he is switching lanes, trailing flames behind him.

Environmentalist Zombie
Premium - Rare

Costs 5 Brains to play

2 Strength, 4 Health

Professional Zombie

Special: While this in an environment: that environment can't be overridden or destroyed.

Believe or not, yes, this zombie does actually care about the environment. The zombie environment.

Appearance: A zombie wearing all purple with a recycling symbol on his shirt with a large "Z" in the middle of it. He is also holding a sign that says "Go Z!" showing the Earth brown, gray, and lifeless.

EMPea
Premium - Rare

Costs 4 Sun to play

2 Strength, 3 Health

Pea Plant

Special: When this hurts a Science Zombie, that Science Zombie loses 2 Strength and an extra 1 Health. When destroyed: all Science Zombies on the board and in your deck lose 3 Strength.

The EMPea, often confused with an EMP, shoots EMP Peas, called EMPeas. This often confuses even more people.

Appearance: A Peashooter that looks rather like the Electric Peashooter except with normal Peashooter eyes, and metal wires and coils running all across his body, with a large cylindrical device coming out of his mouth, which shoots a glowing blue pea amidst a wave of blue energy from it's center when this attacks.

Treasure Chestnut
Premium - Legendary

Costs 8 Sun to play

4 Health, 0 Strength

Root Nut Plant

Traits: Armored 1

Special: When destroyed: the Plant Hero gets 7 extra Sun next turn. Draw a Gold Bloom, and a random Legendary plant that costs 5 or less Sun.

The legendary Treasure Chestnut, guardian of many prizes who's stories are legends. His most embarrassing secret? The only reason why he guards those prizes is because he can't get the lock off that's keeping them inside him.

Appearance: A rectangular (technically cuboid) chestnut, with features similar to a wooden treasure chest, a stoic expression, and a big iron lock keeping his lid shut.

Chickanery
Premium - Rare

Costs 7 Brains to play

Pet Trick

Ability: Destroy a Plant. Create a Zombie Chicken with 3 Health and 3 Strength in that lane. Draw a Zombie Chicken with Frenzy.

Truly fowl play.

Animation: a Zombie Chicken with 3/3 is created in the lane with the selected plant, and then another one plummets down, lands next to the selected plant, pecks at it and hurts it (makes it play it's hurt animation), and then rockets (by this, I mean leap at a high speed) back up. Then you Draw the Zombie Chicken with Frenzy, and the plant is destroyed.

Werewolf Zombie
Premium - Super-Rare

Costs 5 Brains to play

3 Health, 4 Strength.

Monster Zombie

Traits: Disguised, Frenzy

Special: This is Disguised as a Zombie until a Monster Trick is played on it or a Bad Moon Rising is played. If this cards's fighter disguise is destroyed: Bounce this zombie, Draw a Full Moon, and this zombie gains Hunt.

He always hates it when Zombie Heroes assume that he is a pet. He'll show them "cute and cuddly".

Appearance: (After Revealed) A zombie wearing a heavily torn version of it's fighter disguise's brown coat, who appears to be a werewolf.

Full Moon
Token

Costs 1 Brain to play

Monster Trick

Ability: Make a selected Monster Zombie other than Werewolf Zombie activate it's abilities regardless of any circumstances required to activate them. If played on an Werewolf Zombie: Reveal that Werewolf Zombie if it is not already and give it +2 Strength.

Monster Zombies always roll their eyes when someone assumes that a full moon only affects Werewolf Zombies.

Animation: A moon obscured by clouds appears above the selected Monster/Werewolf Zombie, and then the clouds move to reveal a shining full moon, and while the moon is shining the selected zombie either activates it's ability/abilities (in order if multiple) or becomes revealed (if it is not alrady) and gains the two Strength

Were-Chomper
Premium - Legendary

Costs 6 Sun to play

4 Health, 5 Strength

Flytrap Animal Plant

Traits: Disguised, Hunt

Special: This is Disguised as a Chomper until a zombie trick is played. If this card's fighter disguise is destroyed: Reveal this Plant, it loses 3 Strength. After being Revealed: When this destroys a Zombie: gain 1 Strength

Were-Chomper wonders if he technically counts as an animal, a plant, or a monster, but he doesn't stress it too much when he's out devouring zombies.

Appearance: (After Revealed) a Chomper covered in thick brown fur, with canine teeth and fangs.

Inspector Zombie
Premium - Rare

Costs 4 Brains to play

2 Health, 2 Strength

Proffesional Zombie

Special: When played: Reveal a random Disguised Plant. It loses 2 Strength. Start of turn: If a Plant here is Disguised, Reveal it.

He's trained to notice every little detail in those he inspects. A tic in their eye, or a leaf slightly out-of-place on their stem. Most people assume that this is how he catches Disguised plants. He's actually just scraping by on luck.

Appearance: A zombie in a trench coat holding a magnifying glass up to his right eye.

Undercover Cop
Premium - Legendary

Costs 6 Brains to play

1 Health, 1 Strength

Proffesional Mustache Zombie

Traits: Disguised

Special: This is Disguised as a random zombie that costs 3 Brains or less until that fighter is destroyed. After being Revealed: Bounce this zombie, it loses the Desguised trait. Draw a Policeman Zombie. When this is next played: this becomes a random zombie that costs 3 Brains or less with Unseen.

This zombie sometimes goes undercover so well that he forget that he's a policeman.

Appearance: (After Revealed) a zombie that looks like the Policeman Zombie except with a darker blue outfit, shades, and a badge that says "ZPD Undercover Cop".

Zensei
Premium - Rare

Costs 7 Brains to play

4 Strength, 3 Health

Mustache Karate Sports History Zombie

Special: When played: Create Karate Zombies next door. Draw two Karate Zombies, and a Zen Dojo. When Destroyed: Shuffle a Karate Zombie into your deck.

Get it? Because he's "Zen" and a "Sensei", but also because Zombies often change the letter "S" to "Z"? He doesn't fully get it either, but that's what the zombie historians sounded the coolest.

Appearance: Looks like the Zen Sensei from GW2 (same as the Zen Sensei card).

Zen Dojo
Token

Costs 3 Brains to play

Sports Karate Environment

Ability: Karate Zombies here get +1/+2, Strikethrough, and Determined.

Open your mind. Relax. Prepare to bash some plants and eat some brains.

Appearance: The lane has a light-colored wooden plank floor, with dead shriveled lotus blossoms scattered across the floor and a Karate Zombie's karate gi laying on the floor near the plant's side.

Karate Brainz
Premium - Rare

Costs 6 Brains to play

4 Health, 6 Strength

Karate Sports Zombie

Traits: Double Strike, Frenzy

Special: Before combat here: if there are no plants in this lane, switch lanes.

He's still jealous that Super Brainz got to be a Hero and he didn't.

Appearance: a fighter-sized version of Super Brainz in a karate jacket and gi, with a purple belt, no mask, and a purple "Z" in the left topmost corner of his karate jacket.

Thyme to Stop
Premium - Rare

Costs 3 Sun to play

Leafy Trick

Ability: Zombie Tricks cannot be played this turn.

It's Thyme to Stop

Animation: Coming soon?

Reanimatronic
Premium - Rare

Costs 6 Brains to play

2 Strength, 3 Health

Monster Sports Robot

Traits: Armored 1, Hunt

Special: If a plant here didn't gain any Strength or Health this turn, destroy it. When destroyed: Draw a Re-Reanimatronic.

Despite being abused, abandoned, rained on, disassembled, and put back together again, he's just as haunted and rusty as ever.

Appearance: A rusted FNAF-style animatronic version of the PvZH All-Star/Football Zombie.

Re-Reanimatronic
Token

Costs 6 Brains to play

2 Strength, 3 Health

Monster Sports Robot

Traits: Armored 1, Hunt

Special: If a plant here didn't gain any Strength or Health this turn, destroy it. When destroyed: Draw a Haunting Ghost.

Well, he can take a beating, that's for sure.

Appearance: An even rustier and more broken-down version of the Reanimatronic.

Sonic Drum Zombie
Premium - Legendary

Costs 5 Brains to play

3 Strength, 3 Health

Dancing Science Zombie

Traits: Armored 1

Special: When played: Bounce all other Zombies and Plants. When destroyed: Bounce all Plants.

You might want to cover your ears.

Appearance: A zombie in a black suit sitting on a chair attached to a huge, hi-tech metal drum.

Spring Chicken
Premium - Rare

Costs 4 Brains to play

2 Strength, 2 Health

Pet Zombie

Special: If there is a plant here: Bounce it and move to a random lane.

He's got a real SPRING in his step.

Appearance: A Zombie Chicken with two large springs stuck to the bottom of his clawed feet.

Nuclear Power Plant
Premium - Super-Rare

Costs 6 Sun to play

3 Strenth, 5 Health

Traits: Radioactive 2, Armored 1

Atomic Leafy Plant

Special: Start of turn: Draw an Atomic. When destroyed: All zombies here and next door get Irradiated 3, and all plants here and next door get Radioactive 2.

He really puts the "Power" in "Nuclear Power Plant". Also, the "Plant" and the "Nuclear".

Appearance: ???

Irradiation Irrigation
Premium - Rare

Costs 2 Sun to play

Atomic Weather Trick

Ability: Plants in a selected lane get Radioactive 2.

Don't try this at home.

Animation: Black irrigation sprinklers pop out of the ground in the selected lane, and spray glowing blue water all over the plants' side of that lane, then sinking back into the ground.

Zolar Panel
Premium - Legendary

Costs 7 Brains to play

0 Strength, 6 Health

Traits: Armored 1

Science Robot

Special: This cannot gain Strength in any way. Start of turn: Draw an amount of Z-Power equivalent to how much Sun the Plant Hero got this turn. Draw a Science Zombie or a Science Robot.

Much as Dr. Zomboss hates the sun and solar energy, he just couldn't resist the opportunity to make the Plant's strategy of using sun backfire on them so supremely.

Appearance: A gray solar panel with purple solar cells (top part, normally blue) and two signature Zombot eyes on the side facing the plants. When it activates it's ability, it raises itself up more towards the sky, looking up, and then crackles with purple electricity (Z-Power).

Z-Power
Token

Costs 0 Brains to play

Science Trick

Ability: A Science Zombie or Robot gets +2 Strength, Determined, and Frenzy this turn.

The primary energy source of the Zombie world, they love the way that it crackles and zparks.

Animation: A purple bolt of electricity (Z-Power) comes from the sky rapidly and lands on the selected Science Zombie, making a large splash and small shockwave of purple electricity and buffing the Science Zombie.

Petrified Tree
Premium - Super-Rare

Costs 4 Sun to play

2 Strength, 4 Health

Tree Plant

Traits: Armored 1

Special: When played: This is Shielded this turn.

If Petrified Tree seems a little scared or confused, it's not his fault. Last thing he remembered, he was settling down for a nice nap. When he woke up, he was made out of stone.

Appearance: A tree made of stone with a frozen scared (double meaning of "petrified") expression. He never moves his facial features.

Petrified Forest
Premium - Super-Rare

Costs 6 Sun to play

Tree Environment

Ability: Start of turn: Shuffle a Petrified Tree into the Plant Hero's deck. End of turn: Create a Petrified Tree with Team-up here.

Good luck to the lumberjack that tries to cut this forest down.

Appearance: A bunch of the aforementioned Petrified Trees along the side of the lane facing towards the lane.


 * -|Zombiecrab Cards of Character/Things That Already Exist in the PvZ Franchise=

E.M.Peach
Premium - Rare

Costs 3 Sun to play

Fruit Trick

Ability: When used, all Science zombies cannot attack this turn, and lose 2 Strength.

Zombies think that their technology is so great? He'll show them. He'll show them all.

Animation: An E.M.Peach appears, floating, in the center of the screen, then glows blue for half a second and explodes into crackling blue electricity that arcs across the screen, then the Science Zombies lose their Strength.

Robo-Zombie
Premium - Rare

Costs 3 Brains to play

3 Health, 4 Strength

Science Robot

Traits: Armored 1, Bullseye

Special: When destroyed: damage the first plant in it's row by 2

The most effective humanoid combat robot from Z-Tech, surprisingly it is most valued for it's explode-upon-death feature.

Appearance: looks like this made in a PvZ Heroes art style.

Vampire Zombie
Token

Costs 1 Brains to play

3 Health, 2 Strength

Vampire Monster Zombie

Special: When this hurts a plant: Heal this zombie for that amount

Believe it or not, zombies can also be vampires.

Appearance: Looks like this.

Baron Von Bats
Premium - Legendary

Costs 9 Brains to play

4 Health, 5 Strength

History Mustache Vampire Monster Zombie

Traits: Gravestone, Strikethrough, Frenzy, Afterlife

Special: When played: Draw two Vampire Zombies. When this hurts a plant: Heal this zombie for that amount. End of turn: If there is a plant with more than 4 Health in this lane, switch to the lane with the plant with the lowest Strength.

The terror of the land 1000 years ago, the Baron has risen from his grave only to find pesky plants and incompetent zombies battling for control. The Baron fights for the zombies, but only because it is convenient for him.

Appearance: Looks like this.

Risen Baron Von Bats
Token

Costs 1 Brains to play (if Bounced/Summoned)

4 Health, 5 Strength

History Mustache Vampire Monster Zombie

Traits: Strikethrough, Frenzy

Special: When played: Draw two Vampire Zombies. When this hurts a plant: Heal this zombie for that amount. End of turn: If there is a plant with more than 4 Health in this lane, switch to the lane with the plant with the lowest Strength.

He's returned from the grave once again, and now he has an even greater thirst for both blood and brains.

Appearance: Looks like this.

Sanitation Expert
Premium - Rare

Costs 5 Brains to play

3 Health, 3 Strength

Science Garbage Zombie

Traits: Toxic 2

Special: None.

Whatever you do, don't call him the garbage man.

Appearance: Looks like the Sanitation Expert from the Garden Warfare franchise.

Shadow-Shroom
Premium - Rare

Costs 3 Sun to play

2 Health, 2 Strength

Mushroom Plant

Traits: Poisonous 1

Special: None.

For some reason, zombies never seem to appreciate how cute he is while they are slowly and painfully dying of poison.

Appearance: Looks like the Shadow-shroom from Plants vs. Zombies 2.

Gold Bloom
Token

Costs 0 Sun to play (even if Summoned)

Plant Flower Trick

Ability: You immediately gain 4 extra Sun.

Zombies who searched for the Treasure Chestnut in search of "Gold" may get a nasty surprise.

Animation: A plant that looks like the Gold Bloom from PvZ2 plays the dancing animation that the PvZ2 Gold Bloom plays when it is giving the burst of Sun.

Zen Sensei
Premium - Rare

Costs 7 Brains to play

4 Strength, 3 Health

Mustache Karate Sports Zombie

Special: When played: Create Karate Zombies next door. Draw two Karate Zombies, and a Zen Dojo. When Destroyed: Shuffle a Zensei into your deck.

Even if you defeat him, he will live on as History, although with a name change.

Appearance: Looks like the Zen Sensei from GW2.

Karate Zombie
Token

Costs 2 Brains to play

3 Strength, 2 Health

Sports Karate Zombie

Traits: Hunt, Doube Strike

Special: None.

He knows that he's one of the newer students in the Zen Sensei's Dojo, but he's still upset that he hasn't moved up a belt rank in over 150 years.

Appearance: Looks like the Karate Zombie from GW2.

Zombie Time
Premium - Rare

Costs 3 Brains to play

Clock Trick

Ability: Bounce a selected Zombie, it gets +1/+1. Draw a trick. Any zombies that are destroyed this turn during combat are Bounced instead.

Z-z-z-z-z-zombie Time!

Animation: A blue clock with blue lines like the one in Zombie Time appears over the board, and the chorus "Z-z-z-z-z-zombie Time," plays, sounding exactly like it did in PvZ2.

Orbital Bot
Premium - Super-Rare

Costs 6 Brains to play

0 Strength, 4 Health.

Science Robot

Traits: Armored 1

Special: This cannot gain Strength in any way. End of turn: Destroy a selected plant.

If you ever need exploding sky laser backup, Orbital Bot is your bot.

Appearance: Looks like the Uplink Bot from GW2, similar to the card image for Moon Base Z (PvZH). Yes, I used it's old name on purpose.

Gatling Bot
Premium - Rare

Costs 4 Brains to play

1 Strength, 2 Health

Automatic Science Robot

Traits: Armored 1, Double Strike

Special: This does a Bonus Attack before combat here.

Pew pew, pew!

Appearance: Looks like the Gatling Bot from GW2.

Rocket Bot
Premium - Super-Rare

Costs 5 Brains to play

2 Strength, 2 Health

Science Robot

Traits: Armored 1, Splash Damage 1, Double Strike

Special: None.

If anything, his self-control and dislike of plants have gotten worse over the years.

Appearance: Looks like the Rocket Bot from GW2.

Hide-n-Shoot Bot
Premium - Super-Rare

Costs 6 Brains to play

2 Strength, 3 Health

Garbage Science Robot

Traits: Armored 1, Bullseye

Special: When there are no Plant fighters here, this loses all of it's Strength and gains the Shielded trait until another Plant fighter is played here, in which case it will gain back however much Strength it previously had and lose the Shielded trait.

Trash Can Zombie is so jealous.

Appearance: Looks like the Hide-n-Shoot Bot from GW2.

Mr. Freezy
Premium - Rare

Costs 3 Brains to play

2 Strength, 2 Health

Gourmet Science Robot

Traits: Armored 1

Special: When this hurts a Plant, Freeze that Plant.

He's just trying to give plants free samplers of his patented Brain Freeze ice cream.

Appearance: Loos like the Mr. Freezy from GW2.

Breaker Bot
Premium - Super-Rare

Costs 5 Brains to play

3 Strength, 3 Health

Science Robot

Traits: Armored 1, Double Strike

Special: When this hurts a Plant with Armored, that plant loses Armored.

"How's this hammer's frequency? Too hot, too cold... PERFECT! Say good-bye to your armor, plants!"

Appearance: Looks like the Breaker Bot from GW2.

Boxer Bot
Premium - Rare

Costs 4 Brains to play

4 Strength, 3 Health

Science Sports Robot

Traits: Armored 1, Determined

Special: None

Other boxers always complain that Boxer Bot is made of metal and therefore is very hard to hurt, but the ZWE refuses to see any unfairness at all.

Appearance: Looks like the Boxer Bot from GW2.


 * -|Zombiecrab New Effects and Traits=

Unseen
If a Plant or Zombie has this trait, Plant or Zombie fighters in it's lane do not attack it, but attacks directed towards other cards on the field can damage it (if there is a card behind it, Zombie or Plant fighter will try to attack that card, but hit the Unseen one in front of it, or something attacks in it's lane and the next land over, if the card with Unseen is in the next lane, it will be damaged). However, if it is alone in it's lane, the Plant or Zombie fighters will not try to attack the Hero behind it, and skip their attack. The enemy player (or AI Hero) cannot see the health or strength of it. Tricks cannot be played on it, but tricks directed at other cards can hurt it, unlike fighters with Untrickable.

Radioactive
Plants and Zombies with this trait have a strength icon that glows light green and has the nuclear symbol on it. When a card with this trait hurts a plant or zombie (not a Hero), the damaged plant or zombie's health icon turns green with the nuclear symbol on it. They lose one, two, or three health (depending on Radioactive 1, 2. or 3) at the start of each turn, and they cannot regain any health. The term for making a card be put in this state is "Irradiate", used on trick descriptions (for example, "when this plant is destroyed by a zombie, it gets Irradiated 1) and a plant or zombie under this effect is "Irradiated". The amount of heath that they lose in this situation is specified by the number after "Irradiated". Any card with this trait is immune to being Irradiated by an enemy card.

Toxic
Plants and Zombies with this trait have a strength icon that is a sickly pale green, with a biohazard symbol in the background. When a card with this trait hurts a plant or zombie (also not a hero), the damaged plant or zombie's health icon turns the same color with the biohazard symbol in the background. They lose one health (no Toxic 2 or 3) and one strength at the start of each turn, and if they are destroyed by the Toxic effect, all plant/zombies next door gain the same effect. The term for making a card be put in this state is "Toxify", used on trick descriptions (for example, "when this plant is destroyed by a zombie, it gets Toxified) and a plant or zombie under this effect is "Toxified". Any card with this trait is immune to being Toxified by an enemy card.

Poisonous
Plants or Zombies with this trait have a dark purple strength icon. When a card with this trait hurts a plant or zombie (not a Hero), the damaged plant or zombie's health icon turn the same purple shade. They lose one, two, or three health (depending on Poisonous 1, 2, or 3) at the start of each turn. The term for making a card be put in this state is "Poison", used on trick descriptions (for example, "when this plant is destroyed by a zombie, it gets Poisoned 1) and a plant or zombie under this effect is "Poisoned". The amount of heath that they lose in this situation is specified by the number after "Poisoned". Any card with this trait is immune to being Poisoned by an enemy card.

Disguised
Plants and Zombies with this trait appear to be a different fighter in every way possible to the opposing Hero when they are first played, but then, either after set circumstances (amount of turns, tribe of fighter played, etc) via ability or after they would have been destroyed, they are revealed to be what they really are to the opposing Hero. To the allied Player, it is always visible for what it really is, but it is covered by the transparent grey outline of whatever fighter it is Disguised as until it is revealed. In the description of a fighter with this trait, "Disguised" is always listed under the fighter's traits, but it is always mentioned in the ability/special section of the description, in the form of, "This is Disguised as a (Name of fighter it is Disguised as) until (that fighter is destroyed/some other circumstance)." If not specified, it is assumed that a fighter with Disguised will also be revealed when it's fighter disguise is destroyed, unless the next line of the fighter with Disguise's ability/special mentions that something else happens if it's fighter disguise is destroyed. When a Disguised fighter is revealed, whatever stats that it's fighter disguise had are wiped and replaced by the stats of the actual fighter with the Disguise trait, as well as it's traits, tribes, abilities/ability, and rarity. Also, when fighter with Disguise is played, the amount of Brains/Sun it costs will be equal to that of it's fighter disguise, and the Hero that played it loses or gains (or possibly neither, if the fighter disguise and the fighter with Disguise have the same cost) Brains/Sun when the fighter with Disguise is revealed, depending on whether the fighter with Disguise cost less or more than it's fighter disguise.

Determined
Plants and Zombies with this trait have a medium-gray Strength icon, and the number inside is in yellow text. Any fighter with this trait cannot lose Strength, temporarily or permanently, in any way.

Stun
A fighter that is Stunned loses 1, 2, 3, 4, or 5 Strength next turn (depending on how much Strength the fighter with Stun has, the amount of Strength a Stunned fighter loses is equivalent to the Strength of the fighter that Stunned it minus one), but gains back all lost Strength the turn after that one. If a fighter is Stunned by a trick, the amount of Strength that a fighter loses while Stunned by the trick is one greater than the cost of the trick. If a fighter gains Strength in the turn that it is Stunned, it will still gain back the exact amount of Strength lost the next turn, giving it it's original Strength plus the added Strength. The same applies to lost Strength. Cards that have an electrical theme often have Stun.


 * -|Zombiecrab New Tribes=

New Tribes
Zombie Team: Vampire, Automatic, Karate

Plant Team: Atomic, Weather

New End Tribes
Zombie Team: Robot


 * -|Zombiecrab Changes to Previous Zombiecrab Cards=

Changes to Zombiecrab Original Cards
9/14/2017

Nukkhini: Fruit Plant → Atomic Fruit Plant

Nukkhuni Drop: Fruit Trick → Atomic Fruit Trick

Radiation Carnation: Flower Plant → Atomic Flower Plant

RADish: Root Plant → Atomic Root Plant

Nukkhini Drop: Ability Change: "Can be used on any zombie on the board. This does 7 damage to that zombie, and 5 damage to any zombies in the two (or one) lane next to it. Any zombies hurt by this receive 1 damage every turn for the next 5 turns. "  →  "Do 7 Damage to a Zombie, and 5 damage to zombies next door. They get Irradiated 1."


 * -|Zombiecrab Changes to Existing PvZH Things=

Changes to In-game Cards
Storm Front: Superpower Trick → Weather Superpower Trick

Meteor Strike: Superpower Trick → Weather Superpower Trick

Time to Shine: Superpower Trick → Weather Superpower Trick

Sunburn: Flower Superpower Trick → Weather Flower Superpower Trick

Tactical Cuke: Fruit Trick → Atomic Fruit Trick

Other Changes
-Double Strike, Splash Damage traits are no longer Plant-exclusive

-Garbage tribe still existing

-Afterlife trait still existing

-More coming soon.