Board Thread:Plants vs. Zombies Heroes/@comment-30553109-20170506014945/@comment-26488146-20170720154614

MarlinLegend wrote: Zombiecrab wrote: Nathan200207 wrote: So...uh, he're's some imps.

Name : Trampolimp

Cost : 1

Class : Sneaky

Tribe : Imp Zombie

Stats : 1/1

Abilities : At the start of your turn : Bounce this Imp, it gets +1/+1 and costs (1) more.

Rarity : Rare - Premium

Name : Impspector

Cost : 3

Class : Brainy

Tribe : Imp Professional Zombie

Stats : 2/2 or 2/1 I dunno

Abilities : When played : Reveal a random card in your opponent's hand.

Rarity : Event

'''Reveal means that you can tap the card to see what it is, similiar to Spyris' effect. The effect remains even when Impspector is destroyed. An eye will apper over the card that can be tapped.'''

Name : Improbable !

Cost : 2

Class : Crazy

Tribe : Imp Trick

Abilities : Conjure an Imp, it gets a random Trait.

Rarity : Rare - Premium

Name : Impython

Cost : 4

Stats : 2/2

Class : Beastly

Tribe : Imp Pet Zombue

Abilities : Whenever an Imp destroys a plant, this gets +1/+1

Traits : Deadly

Rarity : Super - Rare - Premium

Name : Impire Guard

Cost : 4

Stats : 2/6,might be too OP or not

Class : Hearty

Tribe : Imp History Zombie

Abilities : If another Imp would get hurt, this gets hurt instead.

Trait : Armored 1

Rarity : Super - Rare - Premium That's funny, your "Impire Guard" idea is very similar to a super-OP idea that I was too lazy to fully write down. If you don't believe that I have had the idea for a while, you can check and see that an "Imperor" has been under the Coming soon section of my PvZH cards ideas section of my userpage for a while.

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!

Thousand-Year Impire

Token

Costs 1 Brain to play (if summoned by Superpower)

Proffesional 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.

Imperial Guard

Token

Costs 1 Brains to play (if bounced/summoned)

3 Strength, 6 Health

Proffessional 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.

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. yeah... thats not really balanced, to say the least. What would you suggest doing to balance it?