Alright, now keep making your card ideas and whatnot. Have fun!
"Oh and by the way, play nice. A message from CWJ-D's evil clone"
An evil clone is telling people to play nice. But seriously, be nice.
Alright, now keep making your card ideas and whatnot. Have fun!
"Oh and by the way, play nice. A message from CWJ-D's evil clone"
An evil clone is telling people to play nice. But seriously, be nice.
IslarPVZ wrote:
Rarity: Event
Tribe: Mustache Professional Zombie
Cost: 0
Stats: 2/1
Ability: This can be played when it's time for tricks.
"He's not really a pilot. That's why he is lost."
Appearance: Lost Pilot from PvZ2
No, it's not fine. Beam Me Up cost 2 brains, Space Cadet is a 2/3, and can only be played during the Trick-Phase. This cost 0 brains, is a 2/1, and can be played in both the Zombie-Phase and in the Trick-Phase. So yeah, this should cost at least 1 brain.
Tall-nut
Guardian
Nut Plant
4 cost, 0/15
Team-Up
Zombies here can't hurt the Plant Hero
[...]
This is completely broken. It has too much health for its cost.
When a plant gets boosted, this gets boosted instead by X. If it's strength, boost the strength. if it's health, boost the health. If it's both, boost both by X.
When a zombie gets boosted, this gets boosted instead by X. If it's strength, boost the strength. if it's health, boost the health. If it's both, boost both by X.
"Beware! Keep your passwords safe! Internet is not a safe place. Because we took over it!"
Carrying Bug
Class: Brainy
Rarity: Rare
Tribe: Pet Professional Trick
Cost: 3
Ability: Make a random professional in random lane.
"Carrying is caring."
Appearance: Only the bug part from Bug Zombie.
CWJ-D wrote:
Tall-nut
Guardian
Nut Plant
4 cost, 0/15
Team-Up
Zombies here can't hurt the Plant Hero
Name: Rescue Cactus
Class: Smarty
Tribes: Ultimate Cactus Plant
Cost: 5
Stats: 4/3
Trait: Safeguard
Ability: Bounced Plants cost 2 Sun less. When destroyed: Bounce a Plant.
Set: Event
Much more useful than a Clairvoyant, says everyone. But is it really true?
Name: Limiter Zombie
Class: Crazy
Tribe: Science Zombie
Cost: 4
Stats: 1/3
Traits: None
Ability: Zombies are immune to any form of damage that is higher than their maximum Health.
Set: Event
"There's one thing the Plants forget, and it's that even Zombies have limits."
Safeguard? What does that do?
Seems a bit weak... I mean, the ability can be pretty ridiculous, but still...
IslarPVZ wrote: New trait Taunt: There has to be a Zombie/Plant here before you can play in other lanes.
Target Zombie
Sports Zombie | 1 B , 0 A , 4 H
Taunt
Hearty - Uncommon
Provoke-Shroom
Mushroom Plant | 2 S , 3 A , 1 H
Taunt
Kabloom - Uncommon
Congrats, HearthstoneFan947, you just made two less interesting versions of Gravitree.
RandomzSunfish23901 wrote:
Deadsmith
Hearty
Professional Mustache Zombie
4 cost, 0/6
Start of turn: All zombies get +1/3
No one’s complaining about this immortalizing mass-buff card?
Bullseye Plants:
Terra-shroom
Kabloom
Mushroom Plant
4 cost, 1/1
Bullseye
When a plant is played, this does one damage to the Zombie Hero. When played: Make an Astro-shroom with Team-Up here
Sharp-Eyed Susan
Guardian
Flower Root Plant
3 cost, 2/4
Bullseye
Plant Evolution: This gets +2 strength
CWJ-D wrote:
Tall-nut
Guardian
Nut Plant
4 cost, 0/15
Team-Up
Zombies here can't hurt the Plant Hero
Class: Smarty
Tribes: Ultimate Cactus Plant
Cost: 5
Stats: 4/3
Trait: Safeguard
Ability: Bounced Plants cost 2 Sun less. When destroyed: Bounce a Plant.
Set: Event
Much more useful than a Clairvoyant, says everyone. But is it really true?
Name: Limiter Zombie
Class: Crazy
Tribe: Science Zombie
Cost: 4
Stats: 1/3
Traits: None
Ability: Zombies are immune to any form of damage that is higher than their maximum Health.
Set: Event
"There's one thing the Plants forget, and it's that even Zombies have limits."
Seems a bit weak... I mean, the ability can be pretty ridiculous, but still...
Safeguard: Immune to all harmful abilities, regardless of sides.
And well...I have no idea how else to modify it. I thought since many Crazy zombies have low health, they'd be practically invincible.
"Wait, but that's another level of broken"
And that's another thing to talk about...on the next thread!
CWJ-D wrote:
CWJ-D wrote:
Tall-nut
Guardian
Nut Plant
4 cost, 0/15
Team-Up
Zombies here can't hurt the Plant Hero
Class: Smarty
Tribes: Ultimate Cactus Plant
Cost: 5
Stats: 4/3
Trait: Safeguard
Ability: Bounced Plants cost 2 Sun less. When destroyed: Bounce a Plant.
Set: Event
Much more useful than a Clairvoyant, says everyone. But is it really true?
Name: Limiter Zombie
Class: Crazy
Tribe: Science Zombie
Cost: 4
Stats: 1/3
Traits: None
Ability: Zombies are immune to any form of damage that is higher than their maximum Health.
Set: Event
"There's one thing the Plants forget, and it's that even Zombies have limits."
Seems a bit weak... I mean, the ability can be pretty ridiculous, but still...
Safeguard: Immune to all harmful abilities, regardless of sides.
And well...I have no idea how else to modify it. I thought since many Crazy zombies have low health, they'd be practically invincible.
"Wait, but that's another level of broken"
And that's another thing to talk about...on the next thread!
Link pls? I don’t have all day to dive through the forums and all that sh*t you know.
New Trait: Shadow
New Ability: Shaddowing
Moonflower
Class: Solar
Tribe: Flower Plant
3 Sun
0 Strength/3 Health
Ability:
Shadow. Team-up. If a Plant here or next door has Shadow, trigger Shaddowing. Start of each turn: Make sun for the amount of Plants with Shadow here and next door.
Desc: She could collaborate with anything. She would collaborate with a table if she wants to.
Nightshade
Class: Solar
Tribe: Leafy Flower Plant
5 Sun
3 Strength/2 Health
Ability:
Shadow. Shaddowing: This gets +2Str/2Hp and gets Strikethrough.
Desc: Slappy is his middle name.
Shadow-shroom
Class: Kabloom
Tribe: Mushroom Plant
4 Sun
0 Strength/1 Health
Ability:
Shadow. When destroyed: destroy a Zombie here. Shaddowing: When destroyed: destroy all zombies here.
Desc: Nutrition Facts: 12 types of mushroom toxins.
Grimrose
Class: Solar
Tribe: Flower Plant
6 Sun
0 Strength/2 Health
Ability:
Shadow. When played: destroy a Zombie here. Shaddowing: When played: destroy a zombie here and next door. Before combat here: destroy this plant.
Desc: People call him the primo becchino.
Dusk Lobber
Class: Smarty
Tribe: Cactus Flower Plant
3 Sun
2 Strength/3 Health
Ability:
Shadow. Shaddowing:this attacks here and next door.
Desc: Some people wonder why he doesn't have many friends. He just says innocently, "I throw away my buds very often."
Shaddowing-nut
Class: Solar
Tribe: Pea Nut Plant
5 Sun
3 Strength/5 Health
Ability:
Shadow. Shaddowing: start of each turn: a random plant gets +1 Str/1 Hp.
Desc: He saw a fat man and his child fall from the sky. That made him crazier. Way more crazier.
Cannibis
Class: Kabloom
Tribe: Leafy Plant
4 Sun
2 Strength/ 5 Health
Ability:
Shadow. End of turn: A random plant or zombie gets -2 Hp. Shaddowing: this gets Anti-hero 3 and +2 Str.
Desc: He's typically both plant AND zombie, so he just eats both sides and sees who wins.
Lithos-fagito
Class: Guardian
Tribe: Leafy Root Plant
4 Sun
1 Strength/6 Health
Ability:
Shadow. When played: Destroy a Gravestone. Shaddowing: this gets +1 Str/2 Hp.
Desc: Stone-face is name. Literally, so to speak.