Board Thread:Plants vs. Zombies Heroes/@comment-24471175-20170525224814/@comment-24471175-20170817190859

Bonus Riddle: "Seriously what the heck, is this even solvable" Edition

If you need clarifications or hints, do ask

Popcap sent you a Zombie Mission with "experimental" cards, and the AI is programmed to play a "very balanced" card on turn 12 in a water lane. Can you win this turn?

New Card descriptions:

-Set 3 and 4 cards implemented from Upcoming Content Page.

Time-Machine Zombie: Brainy

Science Clock Zombie

Cost: 4 Brains

Stats: 4/4

Gravestone. When Revealed: Reset a non-clock plant or zombie

Reset: Transform this into itself.

Natural Instincts: Beastly

Monster Trick

Rarity: Super-Rare

Cost: 1 Brains

A Zombie gets Hunt and Frenzy.

Enviromentalist: Hearty

Science Zombie

Cost: 3 Brains

Stats: 1/3

Enviroments cost 3 brains less. You can play enviroments when it's time for zombies.

"He'll happily pay the cost of your enviroments, as long as it's not at the cost of another"

Zombie Orc: Beastly

Monster Zombie

Stats: 2/5

Cost: 3 Brains

Hunt. When a Monster destroys a plant: Conjure a Monster, it costs 1 brains less.

Souliest Patch of 'Em All:

Vine Flower Plant

Cost: 12 Sun

Stats: 5/60

Resiliant, Untrickable, Amphibious. The Deadly trait cannot destroy this. When the plant hero would get hurt: This gets hurt instead. When Played: Make two Poppin Poppies in random lanes. End of Zombie Tricks: This resets all plants and zombies here.

"After Genetic Amplifications from Beta Carrotina, Soul Patch has ascended to become the guardian protector of Planet Em-All. No zombie can stop him! Atleast genetic testing shows so."

Resiliant: Completely unaffected by "When Played/Revealed/Evolution/Springboard effects".

Hater Tater: Guardian

Root Plant

Cost: 3 Sun

Stats: 3/3

Zombies cannot gain strength or health, including healing. (Playing zombies in buffing enviroments do not get stat boosts)

"His blocklist is Going Viral"

Start: It's turn 12. You're playing as Immorticia and the plant hero has 50HP.

Lanes 1 to 4 are ground, except lane 5 which is water. Lane 1 has a Hater Tater, and Lane 4 has an Enviromentalist you conjured from an Cosmic Scientist.

Your hand contains: (Only Brainy and Beastly cards, no superpowers)

-Four enviroments

-Four zombies. None cost more than 4 brains or are conjured.

-A conjured trick. (Geez, I wonder which one it is)

Zombie Phase: Play whatever you like and can.

Plants Phase: An Souliest Patch of 'Em All is played in lane 5. It makes Poppin Poppies in lanes 2 and 4.

Zombie Tricks: Play whatever you like and can.

Combat: The plant hero is defeated.