User blog:GamerNerd i/Hypothetical PvZH Comeback Mechanic: "Rage Timer"

Simply put, in PvZH it's usually tough to come back from a losing game without a Legendary card or insane combo. The Super Block Meter is there, but the superpower given to you won't always be the one you need. As such, I've devised a comeback mechanic similar to a Boss's "enrage mode." Just like a normal Boss, this triggers when you break a certain health and Super Block threshold.

The concept here is that you choose one of the two options - either a "passive" ability or an extra Superpower. Both appear as cards in your hand, but rather than a normal green/purple card with a logo, it is instead colored gold. Superpowers act like normal superpowers and may be played for free once obtained. Passive abilities are also cards, however they affect the game without being played. If you should feel that you don't need the Superpower anymore, you can play it from your hand to draw a card.

As you read these, by all means critique them as you see fit. Both balance and design in the hero's context are important to me, and while these are meant to be powerful, they shouldn't be absolutely OP. Like some Legendaries. I'm willing to make changes, as long as the reason for the change is that people are salty about a certain hero.

Thanks for your time.

Trigger: 10 health or less and/or 1 or less Super Block charge remaining. Obtaining a Passive or Superpower acts exactly like obtaining a normal Superpower - Passives are activated immediately, and Superpowers may be used immediately for free or saved for later.

Passive
Concealing Peas - Zombies have a 25% chance to miss an attack on your Hero or a Plant.

Superpower
Heavy Peas - Bounce Zombies here and deal 1 damage to those next door.

Passive
Heat Wave - Start of turn: Draw cards equal to half the sun gained this turn (rounded down) “Solar Flare apologizes to anyone in the vicinity whose tan was ruined by this ability.”

Superpower
Photosynthesmite - Deal 3 damage to a Zombie. If that destroys it, gain Sun equal to its Brain cost.

Passive
Valiant Defender - Your hero has Armored 1.

Superpower
Armor Reboot - Regain your lost Super-Block charges

Passive
Tasting - Start of Turn: Deal 1 damage to a random Zombie and heal 1.

Superpower
Restraining Roots - Silence (lose effects and buffs) all Zombies on the ground.

Passive
Losing Your Head - Start of Turn: Create a Potato Nugget Mine or Torpetato in a random lane. (Potato Nugget Mines have 1 health, Team-Up, and deal 1 damage in the lane when destroyed, Torpetatoes are the same but have Amphibious as well)

Superpower
Minefield - Create a Potato Mine in each lane, and a Tangle Kelp in the water lane. (Tangle Kelps are basically Potato Mines with Amphibious)

Passive
Experienced Bounty Hunter - Your hero takes 2 less damage from Tricks and Anti-Heroes

Superpower
E.M.Peach - Reveal and Silence all Gravestones

Passive
What Doesn't Vanquish Us... - Whenever a Plant is hurt, it gets +1/+1. "No pain, no gain."

Superpower
Haymaker - Deal 5 damage down a random lane. "Leafy... PAWNCH!!!!!"

Passive
Shroom-stitution - When your hero takes lethal damage, prevent it and can’t be hurt until next Fight! phase.

Superpower
Fung-fu - Deal 3 damage to the enemy Hero and 1 to all Zombies

Passive
Arcane Enigma - Tricks cost 1 less.

Superpower
Time Snare - During the Fight! phase, if a Zombie is destroyed by a Plant's attack, the Zombie attack is nullified.

Passive
Burning Rage - All plants have +1 attack. “Behold! The rage of the Firelands! Wait, where is that actually?”

Superpower
Eruption - Zombies here take 3 damage, and zombies next door take 2.

Passive
Dazzling Hair - Whenever a Zombie is moved, it does a Bonus Attack. "Dat hair tho."

Superpower
Duct Tape - Silence (lose effects and buffs) all Zombies on the ground. "Not sure why ducks would need tape."

Passive
Wrestlers' Rage - Whenever a Plant is hurt, it gets +1/+1. "AND HIS NAME IS THE SMASH!!!"

Superpower
Fissure - Deal 5 damage down a random lane. "Zomboss insists that The Smash pay to fix that giant crack in the ground he created."

Passive
Convincing Clone - When your hero takes lethal damage, prevent it and can’t be hurt until next Fight! phase.

Superpower
Multiplying Madness - Fill your board with 1/1 Impfinity Clones

Passive
Specialized Armor - Your hero takes 2 less damage from Tricks and Anti-Heroes

Superpower
Reconfigure Systems - Regain your lost Super Block charges

Passive
King of the Floor - All Zombies have +1 attack.

Superpower
Beat Drop - Deal 3 damage to the enemy Hero and 1 to all Plants. "Apparently Plant music doesn't have any sudden volume shifts."

Passive
Yeti Stealth - Plants have a 25% chance to miss an attack on your Hero or a Zombie.

Superpower
Frostbite - Destroy all frozen Teammates. (includes Plants and Zombies) “That’s just cold.”

Passive
Tricky Research - Tricks cost 1 less. "Who said combat and research couldn't happen at the same time?"

Superpower
Brain Drain - Deal 3 damage to a Plant. If that destroys it, gain Brains equal to its Sun cost.

Passive
Hat Trick - Start of turn: Draw cards equal to half the Brains gained this turn (rounded down) "But... she has no hat!"

Superpower
Spooky-Scary - During the Fight! phase, if a Plant is destroyed by a Zombie's attack, the Plant attack is nullified.

Passive
Practice Makes Perfect - Sports Zombies gain +1/+1 every other turn.

Superpower
Robo Stomp - Bounce Plants here and deal 1 damage to those next door "It's about time he put his foot down."

Passive
Tank Up! - Your hero has Armored 1. “Well, honestly it’s hard to call it a tank considering that it’s made out of glass.”

Superpower
Maelstrom - Plants here take 3 damage, and Plants next door take 2.

Passive
Revitalize - When your Hero is healed, give all plants +1 Health.

Superpower
Noble Sacrifice - Destroy a plant. Heal your hero for however much Health it had. “That plant didn’t get destroyed, she actually just took it to Aloe and got herself healed up too.”