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  • Soon this will swiftly be swarmed with superiorly superb swagger. Try saying THAT ten times fast.

    Previous collection of content.

    So I guess I made a thread. Sorry, CWJ-D.

    (Any rules?)

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    • First, and Horn Box. Now who can attack me with Blue Shell now, huh?

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    • I Blue Shell you. Whatever that means I guess

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    • Insanitor101 wrote: I Blue Shell you. Whatever that means I guess

      Blue Shell is an item in Mario Kart. It stuns the racer on 1st place. The horn box is the counter for it.

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    • IAmPlayer wrote:

      Insanitor101 wrote: I Blue Shell you. Whatever that means I guess

      Blue Shell is an item in Mario Kart. It stuns the racer on 1st place. The horn box is the counter for it.

      Oh. I see.

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    • So... anyone have any ideas?

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    • No.

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    • Dang it... Then why did we create this thread?

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    • Uuuhh...Shoot.

      =Ε/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿ ಠ_ಠ

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    • What is life? (Brainy) (Existential Crisis Trick) (0 Brains)

      Question the reality of the world. Deal 20 damage to both heroes.

      Reality-Breaking

      What is life? Who am I? I cannot understand the concept of existance.

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    • IAmPlayer wrote:
      First, and Horn Box. Now who can attack me with Blue Shell now, huh?

      Metallic Blue Shell

      Class: Brainy

      Rarity: Legendary 

      Tribe: Crossover Pet Trick

      Cost: 3

      Ability: Destroy a plant with the highest strength. Do 1 damage to plants there and next door. This ignores Untrickable and Armored.

      "Horn Boxes can't save you now!"

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    • Stonecutters wrote:
      IAmPlayer wrote:
      First, and Horn Box. Now who can attack me with Blue Shell now, huh?
      Metallic Blue Shell

      Class: Brainy

      Rarity: Legendary 

      Tribe: Crossover Pet Trick

      Cost: 5

      Ability: Destroy a plant with the highest strength. Do 2 damage to plants there and next door. This ignores Untrickable and Armored.

      "Horn Boxes can't save you now!"

      It costs a bit too much for the drawback of the lack of targeting, so I would reduce the cost to 3 and reduce the damage dealt to 1. It still doesn't completely outclass Rocket Science because Rocket Science can target anything above 4 strength.

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    • Stonecutters wrote:
      IAmPlayer wrote:
      First, and Horn Box. Now who can attack me with Blue Shell now, huh?
      Metallic Blue Shell'''Class: Brainy

      Rarity: Legendary 

      Tribe: Crossover Pet Trick

      Cost: 5

      Ability: Destroy a plant with the highest strength. Do 2 damage to plants there and next door. This ignores Untrickable and Armored.

      "Horn Boxes can't save you now!"

      Dang it Insanitor101.

      Anyway, very similar to one of my heroes' signature superpower. Interesting.

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    • Also, I am now motivated to introduce some of my expansion pack cards.

      "But first, he has to finish watching Plantsona 5"

      Shh.



      Name: Magical Leafy Fox

      Class: Solar

      Tribes: Leafy Animal Plant

      Cost: 3

      Stats: 0/4

      Trait: Team-Up

      Ability: Start of turn: You may spend half your Sun to heal your Hero for 4. (Rounded up, because the Fox is greedy.)

      Set - Rarity: Fandom - Uncommon

      "ALL YO SUNS, YIP YIP YAP!"

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    • Another Event Card boiiis. Also, probably the most boring part of all... Trait/Ability naming explaination.

      • Slow Start : Survive for 2 turns to deactivate this ability.

      Mutant Totem

      • Set - Rarity : Legacy - Event
      • Class : PvZH Hearty IconHearty
      • Stats : 3BrainPvZH cost 5StrengthPvZH/5HeartPvZH
      • Tribe : Gargantuar Zombie
      • Trait : Gravestone, PvZH Armored IconArmored 1, PvZH Frenzy IconFrenzy
      • Ability : When played : Destroy a plant with 3StrengthPvZH or less.
        • Slow Start : This gets -3StrengthPvZH/-3HeartPvZH and cannot do Bonus Attacks.

      "EVERY LIFEFORMS ARE A NUISANCE. SEND IMMEDIATE DESTRUCTION TO ALL LIFEFORMS."

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    • CWJ-D wrote:

      Stonecutters wrote:
      IAmPlayer wrote:
      First, and Horn Box. Now who can attack me with Blue Shell now, huh?
      Metallic Blue Shell'''Class: Brainy

      Rarity: Legendary 

      Tribe: Crossover Pet Trick

      Cost: 5

      Ability: Destroy a plant with the highest strength. Do 2 damage to plants there and next door. This ignores Untrickable and Armored.

      "Horn Boxes can't save you now!"

      Dang it Sani.

      Anyway, very similar to one of my heroes' signature superpower. Interesting.

      Fixed it for ya

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    • DatDramaPlant wrote:
      Stonecutters wrote:
      IAmPlayer wrote:
      First, and Horn Box. Now who can attack me with Blue Shell now, huh?
      Metallic Blue Shell'''Class: Brainy

      Rarity: Legendary 

      Tribe: Crossover Pet Trick

      Cost: 5

      Ability: Destroy a plant with the highest strength. Do 2 damage to plants there and next door. This ignores Untrickable and Armored.

      "Horn Boxes can't save you now!"

      It costs a bit too much for the drawback of the lack of targeting, so I would reduce the cost to 3 and reduce the damage dealt to 1. It still doesn't completely outclass Rocket Science because Rocket Science can target anything above 4 strength.

      Thanks for helping me balance it.

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    • More Moss cards as I promised.

      Grand Mosshindium

      • Set - Rarity : Legacy - Legendary
      • Class : PvZH Guardian IconGuardian
      • Stats : 6SunPvZH cost 7StrengthPvZH/8HeartPvZH
      • Tribe : Moss Plant
      • Trait : PvZH Truestrike IconBullseye
      • Ability : Start of Turn : Conjure a Moss. It gets +2HeartPvZH.
        • Slow Start : This gets -3StrengthPvZH/-2HeartPvZH.
        • Moss Evolution : This gets UntrickableAltBigUntrickable.

      "Omae wa mosshindeiru."

      Block Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Guardian IconGuardian
      • Stats : 3SunPvZH cost 0StrengthPvZH/4HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, Defensive
      • Ability : Switch a plant's StrengthPvZH and HeartPvZH behind this.

      The order is to defend... protect... guard... and 2 cheeseburgers.

      Strike Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Kabloom IconKabloom
      • Stats : 4SunPvZH cost 2StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, PvZH Truestrike IconBullseye
      • Ability : All plants in an empty lane gets PvZH Anti-Hero IconAnti-Hero 3.

      "Strike with all your might!"

      Grow Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Mega-Grow IconMega-Grow
      • Stats : 4SunPvZH cost 1StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : DoubleStrikeAltDouble Strike, Team-Up
      • Ability : When played : All Moss gets +2StrengthPvZH/+2HeartPvZH.

      Never stopped growing is his dream, but if he never stopped growing, he would be towering over Zombot 1000 by now.

      Multi-Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Smarty IconSmarty
      • Stats : 3SunPvZH cost 1StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, Splash Damage 2
      • Ability : Start of Turn : Conjure a Moss. It gets Splash Damage 2.

      You can't convince him in any way, but he REALLY is a multiple moss into one.

      Decaying Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Solar IconSolar
      • Stats : 4SunPvZH cost 2StrengthPvZH/4HeartPvZH
      • Tribe : Moss Plant
      • Trait : PvZH Deadly IconDeadly
      • Ability : A plant gets PvZH Deadly IconDeadly.
        • Plant Evolution : Destroy a Zombie, plants there gets +1StrengthPvZH.

      Don't ask if she's dead, it is considered offensive.

      Special Pack - What a Moss!

      • 10x cards per pack, guaranteed 3x Moss cards.
      • Filled with all Legacy cards and Moss cards.
      • Cost 100 Gems for 1 pack, and 450 Gems for 4 packs + 1 bonus.

      Guaranteed Moss :

      • Block Moss
      • Cosmoss
      • Decaying Moss
      • Eyespore
      • Grand Mosshindium
      • Grow Moss
      • Moss Boost
      • Moss-Shroom
      • Moss Spikes Territory
      • Multi-Moss
      • Re-peat Moss
      • Strike Moss
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    • A clarification for Nuclear: It does not halve the healing of Heroes, only Teammates.



      Stygimoldoch

      History Pet Zombie

      Class: Hearty

      4-cost 3/5

      Anarchic—Legendary

      Armored 1, Frenzy, Nuclear

      Dino-Roar: Heal this and your Hero for 2. When this destroys a Plant, draw a card.

      He's quite hard-headed, but he cares for you.

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    • Hot Springs

      Environment

      PvZH Smarty IconSmarty

      1-cost

      Cursed Uncommon

      This lane counts as the water

      Why doesn't it destroy non-amphibious fighters? Because... reasons...'


      Ice Flow

      Environment

      PvZH Sneaky IconSneaky

      3-cost

      This lane counts as the water. Zombies here have PvZH Frozen IconChilling.

      Used to move zombies, but now with the power of the Excavator, THE ZOMBIES CAN MOVE IT.

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    • IAmPlayer wrote:
      More Moss cards as I promised.

      Grand Mosshindium

      • Set - Rarity : Legacy - Legendary
      • Class : PvZH Guardian IconGuardian
      • Stats : 6SunPvZH cost 7StrengthPvZH/8HeartPvZH
      • Tribe : Moss Plant
      • Trait : PvZH Truestrike IconBullseye
      • Ability : Start of Turn : Conjure a Moss. It gets +2HeartPvZH.
        • Slow Start : This gets -3StrengthPvZH/-2HeartPvZH.
        • Moss Evolution : This gets UntrickableAltBigUntrickable.

      "Omae wa mosshindeiru."

      Block Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Guardian IconGuardian
      • Stats : 3SunPvZH cost 0StrengthPvZH/4HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, Defensive
      • Ability : Switch a plant's StrengthPvZH and HeartPvZH behind this.

      The order is to defend... protect... guard... and 2 cheeseburgers.

      Strike Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Kabloom IconKabloom
      • Stats : 4SunPvZH cost 2StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, PvZH Truestrike IconBullseye
      • Ability : All plants in an empty lane gets PvZH Anti-Hero IconAnti-Hero 3.

      "Strike with all your might!"

      Grow Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Mega-Grow IconMega-Grow
      • Stats : 4SunPvZH cost 1StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : DoubleStrikeAltDouble Strike, Team-Up
      • Ability : When played : All Moss gets +2StrengthPvZH/+2HeartPvZH.

      Never stopped growing is his dream, but if he never stopped growing, he would be towering over Zombot 1000 by now.

      Multi-Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Smarty IconSmarty
      • Stats : 3SunPvZH cost 1StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, Splash Damage 2
      • Ability : Start of Turn : Conjure a Moss. It gets Splash Damage 2.

      You can't convince him in any way, but he REALLY is a multiple moss into one.

      Decaying Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Solar IconSolar
      • Stats : 4SunPvZH cost 2StrengthPvZH/4HeartPvZH
      • Tribe : Moss Plant
      • Trait : PvZH Deadly IconDeadly
      • Ability : A plant gets PvZH Deadly IconDeadly.
        • Plant Evolution : Destroy a Zombie, plants there gets +1StrengthPvZH.

      Don't ask if she's dead, it is considered offensive.

      Special Pack - What a Moss!

      • 10x cards per pack, guaranteed 3x Moss cards.
      • Filled with all Legacy cards and Moss cards.
      • Cost 100 Gems for 1 pack, and 450 Gems for 4 packs + 1 bonus.

      Guaranteed Moss :

      • Block Moss
      • Cosmoss
      • Decaying Moss
      • Eyespore
      • Grand Mosshindium
      • Grow Moss
      • Moss Boost
      • Moss-Shroom
      • Moss Spikes Territory
      • Multi-Moss
      • Re-peat Moss
      • Strike Moss

      Grand Mosshindium seems a little too OP, since even with Slow Start active a 6-cost 4/6 Bullseye with conjure every turn isn't bad allready. WIth all the Team-Up plants in Guardian and the Evolution ability making it Untrickable, it's going to be relatively easy to just stall for the two turns and get a monstrous 7/8 Untrickable Bullseye. OTK Mosshindium

      Block Moss is... ehh. I forgot what defensive does, so... I'll skip it for now, but it seems incredibly niche. It basically applies the Red Stinger effect to anything behind it, and Red Stinger isn't even a good card so...

      Strike Moss's ability should be the kind that lasts as long as it is on the field? If so, then it's okay, but I don't see a reason for it to have team-up. Team-Up as a trait is usually Guardian and Smarty with a few exceptions.

      Grow-Moss is... Wait, why Team-Up again? Since this is a Moss synergy card, it's important to establish what kind of playstyle moss decks will be. It's extremely likely that the main archetype of a Moss deck (hypothetically) would be an OTK deck, having Re-Peat Moss, Strike Moss, and to an extent Grand Mosshindium and Block Moss. Throwing in a random tempo card into the mix seems odd and in general not very helpful. I'd recommend boosting it's stats to 2/4 and do something like "All Moss get +1/+1. Then, a Moss gets +2/+2 and Double Strike this turn." It's a lot more creative than a Plant Monster Mash.

      Multi-Moss is... okay? Not much to say about this one, other than there being some busted combos with the Splash Damage but hey, you also have Strikethrough Soul Patch from Cosmic Flower.

      Plant Deadly imo is something that shouldn't be in the game, but talking about this card from a balance standpoint, it seems reasonable. 

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    • DatDramaPlant wrote:

      IAmPlayer wrote:
      More Moss cards as I promised.

      Grand Mosshindium

      • Set - Rarity : Legacy - Legendary
      • Class : PvZH Guardian IconGuardian
      • Stats : 6SunPvZH cost 7StrengthPvZH/8HeartPvZH
      • Tribe : Moss Plant
      • Trait : PvZH Truestrike IconBullseye
      • Ability : Start of Turn : Conjure a Moss. It gets +2HeartPvZH.
        • Slow Start : This gets -3StrengthPvZH/-2HeartPvZH.
        • Moss Evolution : This gets UntrickableAltBigUntrickable.

      "Omae wa mosshindeiru."

      Block Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Guardian IconGuardian
      • Stats : 3SunPvZH cost 0StrengthPvZH/4HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, Defensive
      • Ability : Switch a plant's StrengthPvZH and HeartPvZH behind this.

      The order is to defend... protect... guard... and 2 cheeseburgers.

      Strike Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Kabloom IconKabloom
      • Stats : 4SunPvZH cost 2StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, PvZH Truestrike IconBullseye
      • Ability : All plants in an empty lane gets PvZH Anti-Hero IconAnti-Hero 3.

      "Strike with all your might!"

      Grow Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Mega-Grow IconMega-Grow
      • Stats : 4SunPvZH cost 1StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : DoubleStrikeAltDouble Strike, Team-Up
      • Ability : When played : All Moss gets +2StrengthPvZH/+2HeartPvZH.

      Never stopped growing is his dream, but if he never stopped growing, he would be towering over Zombot 1000 by now.

      Multi-Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Smarty IconSmarty
      • Stats : 3SunPvZH cost 1StrengthPvZH/3HeartPvZH
      • Tribe : Moss Plant
      • Trait : Team-Up, Splash Damage 2
      • Ability : Start of Turn : Conjure a Moss. It gets Splash Damage 2.

      You can't convince him in any way, but he REALLY is a multiple moss into one.

      Decaying Moss

      • Set - Rarity : Legacy - Event
      • Class : PvZH Solar IconSolar
      • Stats : 4SunPvZH cost 2StrengthPvZH/4HeartPvZH
      • Tribe : Moss Plant
      • Trait : PvZH Deadly IconDeadly
      • Ability : A plant gets PvZH Deadly IconDeadly.
        • Plant Evolution : Destroy a Zombie, plants there gets +1StrengthPvZH.

      Don't ask if she's dead, it is considered offensive.

      Special Pack - What a Moss!

      • 10x cards per pack, guaranteed 3x Moss cards.
      • Filled with all Legacy cards and Moss cards.
      • Cost 100 Gems for 1 pack, and 450 Gems for 4 packs + 1 bonus.

      Guaranteed Moss :

      • Block Moss
      • Cosmoss
      • Decaying Moss
      • Eyespore
      • Grand Mosshindium
      • Grow Moss
      • Moss Boost
      • Moss-Shroom
      • Moss Spikes Territory
      • Multi-Moss
      • Re-peat Moss
      • Strike Moss

      Grand Mosshindium seems a little too OP, since even with Slow Start active a 6-cost 4/6 Bullseye with conjure every turn isn't bad allready. WIth all the Team-Up plants in Guardian and the Evolution ability making it Untrickable, it's going to be relatively easy to just stall for the two turns and get a monstrous 7/8 Untrickable Bullseye. OTK Mosshindium

      Block Moss is... ehh. I forgot what defensive does, so... I'll skip it for now, but it seems incredibly niche. It basically applies the Red Stinger effect to anything behind it, and Red Stinger isn't even a good card so...

      Strike Moss's ability should be the kind that lasts as long as it is on the field? If so, then it's okay, but I don't see a reason for it to have team-up. Team-Up as a trait is usually Guardian and Smarty with a few exceptions.

      Grow-Moss is... Wait, why Team-Up again? Since this is a Moss synergy card, it's important to establish what kind of playstyle moss decks will be. It's extremely likely that the main archetype of a Moss deck (hypothetically) would be an OTK deck, having Re-Peat Moss, Strike Moss, and to an extent Grand Mosshindium and Block Moss. Throwing in a random tempo card into the mix seems odd and in general not very helpful. I'd recommend boosting it's stats to 2/4 and do something like "All Moss get +1/+1. Then, a Moss gets +2/+2 and Double Strike this turn." It's a lot more creative than a Plant Monster Mash.

      Multi-Moss is... okay? Not much to say about this one, other than there being some busted combos with the Splash Damage but hey, you also have Strikethrough Soul Patch from Cosmic Flower.

      Plant Deadly imo is something that shouldn't be in the game, but talking about this card from a balance standpoint, it seems reasonable. 

      I might make Grand Mosshindium 7-cost then. Also, should I remove the Moss Evolution?

      Defensive gives Armored 1 to a plant when it's below half health. Also, i get that Red Stinger isn't a good card, it's kinda average, but it's kinda useful than using Zewkinneh (in a few thread ago) that switches every plants' stats, because you can make one or two instead of changing all of them up, because that's only good late-game, and Zewkinneh is early-game plant in terms of cost.

      I might remove Strike Moss, and Grow Moss' Team-Up.

      I might do that change for Grow Moss.

      Well, that's a lot of stuff i have to scroll to.

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    • this card is a joke

      Rappearance

      • Class: Hearty
      • Tribe: History Trick
      • Rarity: Rare
      • Cost: 6

      Make a 3/4 Ra Zombie here that says "Steal 2 sun from the Plant Hero"

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    • Perfect Vacuum

      Class: Brainy 

      Rarity: Uncommon 

      Tribe: Science Environment 

      Cost: 2

      Ability: All plants and zombies played here become a random cosmic fighter. When a fighter stays here for more than 2 turns, destroy it.

      "What have we done?!"

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    • More Nuclear-related cards.

      Another note: The effect of Nuclear does not stack(for example, if there are two Stygimoldoch on the field, health regeneration of other Teammates is only halved and not quartered, meanwhile the Stygimoldoch regain twice the usual Health. They don't cancel each other out.).



      Contaminate

      Science Trick

      Class: Hearty

      4-cost(The reason why it's so "overpriced" is because Nuclear is already a very strong trait as it is.)

      Anarchic—Rare

      A Zombie becomes Nuclear.

      A genetic experiment gone horribly right.



      Rancid Revive

      Trick

      Class: Hearty

      5-cost

      Anarchic—Super-Rare

      Heal all Zombies for 3. Draw a card.

      That's not the smell of victory. It's the smell of defeat. YOUR defeat.



      Mechanic

      Professional Mustache Zombie

      Class: Hearty

      3-cost 1/4

      Anarchic—Rare

      Start of Turn: Heal all Science Zombies for 2.

      Honestly has no idea how the things he makes even work.



      Smog Fog

      Environment

      Class: Hearty

      4-cost

      Anarchic—Super-Rare

      Zombies here are Nuclear. Before Combat Here: Destroy Plants here with 2 Strength or less.

      This is the aftermath of pollution: smog. It destroys everything and leaves nothing...Well, every Plant and human. Zombies love smog.

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    • Mechanic is extremely niche because Science is just not a good tribe in terms of synergy... but it's a cool idea.

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    • Love how Mechanic is only efficiently usable by Rustbolt. But, what are you gonna do? Healing is in hearty, but science is in brainy. Honestly, I would prefer it as a brainy card.

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    • I mean, there will be more Science cards in other tribes, namely the Sneaky and Beastly tribes, in my set.

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    • Science is actually a very diverse tribe, it's in almost every single class I believe.

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    • Let me go off the top of my head...

      Brainy: ...Do I even need to say one for this?

      Beastly: Biodome Botanist

      Crazy: PROFESSOR BRAINSTORM

      Hearty: ? (Why isn't Going Viral a science trick? Viruses are... scientific... It would make science decks better, as it can be conjured by Cosmic Scientist and could work with any future zombies that have effects relating to Science Tricks.)

      Sneaky: Dr. Space Time

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    • Gking10 wrote:
      Let me go off the top of my head...

      Brainy: ...Do I even need to say one for this?

      Beastly: Biodome Botanist

      Crazy: PROFESSOR BRAINSTORM

      Hearty: ? (Why isn't Going Viral a science trick? Viruses are... scientific... It would make science decks better, as it can be conjured by Cosmic Scientist and could work with any future zombies that have effects relating to Science Tricks.)

      Sneaky: Dr. Space Time

      Category:Science cards Granted, quite a lot of them aren't fighters, but it's still quite a large number. 

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    • I was trying to see what science cards I remembered for each class., as to see how prominent the tribe is and how much of an effect it has had on the game, and on me.

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    • Every single Zombot is a Science Zombie. Also, there's also trash like Electrician and Garbage Experiment, but ignore those.

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    • LordHelix990 wrote:
      Every single Zombot is a Science Zombie. Also, there's also trash like Electrician and Garbage Experiment, but ignore those.
      Electrician and Genetic Experiment aren't exactly trash.
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    • Wtf, those are pretty decent cards.

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    • Does the game need more Common cards? Because I kinda thought on adding Commons added in my set.

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    • Training Grounds (Brainy) (Science Sports Enviroment) (4 Brains)

      Start of turn: Make a Training Block here.

      Legend - Rare

      Ah... the Training Grounds, with its white, techy appearance... and... stuff...



      Training Block (Beastly) (Science Block Zombie) (2 Brains) (0/3)

      Team-Up.

      Plants here can't have Strikethrough. Fusion: Make a 1/1 Plant with no abilities here.

      Legend - Uncommon

      The Training Block, or Block Learning of Crushing Kerotin, is designed to stop Zombies' fear of heights. It also makes for great company.



      Training Grounds Engineer (Brainy) (Science Block Zombie) (6 Brains) (3/6)

      When Played: Make Training Blocks here and next door. Science Evolution: This gets Bullseye.

      Legend - Legendary

      Who do you think keeps the Plant-stains off the circuitry in the Training facilities? This guy!



      And fun fact: Training Block will be the only Zombie with Team-up in my set.

      I might make some more Training Block Zombies later.

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    • PixeLyokoigawa wrote: Training Grounds (Brainy) (Science Sports Enviroment) (4 Brains)

      Start of turn: Make a Training Block here.

      Legend - Rare

      Ah... the Training Grounds, with its white, techy appearance... and... stuff...



      Training Block (Beastly) (Science Block Zombie) (2 Brains) (0/3)

      Team-Up.

      Plants here can't have Strikethrough. Fusion: Make a 1/1 Plant here.

      Legend - Uncommon

      The Training Block, or Block Learning of Crushing Kerotin, is designed to stop Zombies' fear of heights. It also makes for great company.



      Training Grounds Engineer (Brainy) (Science Block Zombie) (6 Brains) (3/6)

      When Played: Make Training Blocks here and next door. Science Evolution: This gets Bullseye.

      Legend - Legendary

      Who do you think keeps the Plant-stains off the circuitry in the Training facilities? This guy!



      And fun fact: Training Block will be the only Zombie with Team-up in my set.

      I might make some more Training Block Zombies later.

      You should change the fusion to "Make a 1/1 Plant with no abilities here". Seriously, it will be freaky if you would create something like Shroom For Two or something else powerful.

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    • IAmPlayer wrote:

      PixeLyokoigawa wrote: Training Grounds (Brainy) (Science Sports Enviroment) (4 Brains)

      Start of turn: Make a Training Block here.

      Legend - Rare

      Ah... the Training Grounds, with its white, techy appearance... and... stuff...



      Training Block (Beastly) (Science Block Zombie) (2 Brains) (0/3)

      Team-Up.

      Plants here can't have Strikethrough. Fusion: Make a 1/1 Plant here.

      Legend - Uncommon

      The Training Block, or Block Learning of Crushing Kerotin, is designed to stop Zombies' fear of heights. It also makes for great company.



      Training Grounds Engineer (Brainy) (Science Block Zombie) (6 Brains) (3/6)

      When Played: Make Training Blocks here and next door. Science Evolution: This gets Bullseye.

      Legend - Legendary

      Who do you think keeps the Plant-stains off the circuitry in the Training facilities? This guy!



      And fun fact: Training Block will be the only Zombie with Team-up in my set.

      I might make some more Training Block Zombies later.

      You should change the fusion to "Make a 1/1 Plant with no abilities here". Seriously, it will be freaky if you would create something like Shroom For Two or something else powerful.

      The Fusion gives any Zombie the same ability as Botanist.

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    • Well, that's what i would expect. But having just 1/1 without ability restriction could be annoying to deal with, because you can get ones like Shroom for Two, High-Voltage Currant, Pea Pod and more.

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    • If that would be the case it would say: "Make a 1-Cost Plant" instead.

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    • PixeLyokoigawa wrote: If that would be the case it would say: "Make a 1-Cost Plant" instead.

      Um, Lima-Pleurodon, Primal Peashooter, Half-Banana, Primal Sunflower, Wall-Nut, Sting Bean, Veloci-Radish Hatchling, Torchwood, Admiral Navy Bean and other good 1-cost plant appears now... So, yeah.

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    • I’ve finally finished two more Plant Heroes. They’ll be a Cactus and a Ghost Pepper, but I’m too lazy to post ‘em here.


      This card is specially designed to counter Hearty Heroes, especially Armageddroid.

      Sea Orcane(A Sea Orc as a sugar cane)

      Leafy Dragon Plant

      Class: Guardian

      7-cost 5/7

      Anarchic—Super-Rare

      Amphibious, Heavy(Cannot be moved or bounced. Take that, Neptuna.)

      This gets +1 Health when a Nuclear or Deadly Zombie is destroyed. When Played: Destroy all Nuclear Zombies.

      Feeding off of pollution and garbage, the rare Sea Orcane is a fervent protestor against nuclear weapons.

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    • IAmPlayer wrote:

      PixeLyokoigawa wrote: If that would be the case it would say: "Make a 1-Cost Plant" instead.

      Um, Lima-Pleurodon, Primal Peashooter, Half-Banana, Primal Sunflower, Wall-Nut, Sting Bean, Veloci-Radish Hatchling, Torchwood, Admiral Navy Bean and other good 1-cost plant appears now... So, yeah.

      I said IF. I haven't even edited it yet. All I'm saying is if Botanist says "Make a 1/1 Plant", and NO OTHER 1/1 PLANTS BESIDES THE BASIC COMMON ONES APPEAR, then Training Block does the same.

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    • BOTANIST SAYS MAKE A 1/1 PLANT WITH NO ABLITIES.

      Update 1.16.10 Added to the game. Update 1.22.12 Ability wording change: When played: Make a 1/1 Plant. → When played: Make a 1/1 Plant with no abilities.

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    • Gking10 wrote:
      BOTANIST SAYS MAKE A 1/1 PLANT WITH NO ABLITIES.

      Update 1.16.10 Added to the game. Update 1.22.12 Ability wording change: When played: Make a 1/1 Plant. → When played: Make a 1/1 Plant with no abilities.

      Jimbles, no need to yell.

      Also yeah, I just checked, it does say "Make a 1/1 with no abilities", but I swear I never saw it say that, and I use him constantly with Immorticia.

      I guess this makes me look like an idiot now, doesn't it? Fair enough, I'll edit it. (And sorry for being rude btw.)

      I could've checked earlier now that I think about it. I'm a jack.

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    • Caulipower

      • Class: Smarty
      • Tribe: Leafy Plant
      • Rarity: Legendary
      • Cost: 6
      • Stats: 0/7

      When played: Bounce a random zombie

      Start of each turn: Hypnotize a zombie. Destroy it after combat.

      Hypnotize - Move this zombie to the plant's side, in the same lane of the plant who hypnotized it. Keeps its traits, stats, abilities, etc but it gets Team-Up

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    • When your card nearly power creeps Witch Hazel. I get it levitates, but you should really remove the amphibious, and maybe even the bouncing ability. Come to think of it, this also power creeps Jumping Bean. The only reason why you would use it now is in a bean deck.

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    • Solar Tomato

      • Class: Solar
      • Tribe: Fruit Trick
      • Rarity: Super-rare
      • Cost: 2

      Destroy a zombie. You get +1 sun for each health the zombie has.

      Berry Shooter

      • Class: Kabloom
      • Tribe: Berry Pea Plant
      • Rarity: Super-rare
      • Cost: 4
      • Stats: 2/3

      When this does damage: Gain a Berry Blast

      Energy Warp

      • Class: Hearty
      • Tribe: Science Trick
      • Rarity: Rare
      • Cost: 4

      Make a Science zombie that costs 4 or less. It cannot be hurt this turn.

      Mr. Freezy

      • Class: Sneaky
      • Tribe: Science Zombie
      • Rarity: Uncommon
      • Cost: 3
      • Stats 3/2

      When this hurts a Plant, freeze that plant

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    • Z-Attack Squad Member

       Class:Crazy

       Tribe:Army Zombie

       Rarity:Super Rare

       Cost:5

       Stats:2/3 Splash Damage 1

      When this hurts a plant,a random zombie gets+1 Strength.

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    • LordHelix990 wrote:
      Every single Zombot is a Science Zombie. Also, there's also trash like Electrician and Garbage Experiment, but ignore those.

      New nickname for Electrician. I call him Failectrician.

      Because a package of a 1-brain 2/2 zombie with a 2-brain common card is totally worth the super-rare.



      Anyway... *Teleports behind you* New card. Nothing persona, kid.

      "You misspelled 'personal'"

      No, I didn't.



      Name: Red Charmer

      Class: Smarty

      Tribe: Flower Plant

      Cost: 3

      Stats: 4/3

      Trait: Amphibious

      Ability: When played: Freeze a Zombie with 3 Strength or less, and Hypnotize a Zombie with 4 Strength or more.

      Set - Rarity: Fandom - Super-Rare

      She may not look like it, but she's a HUGE sealife enthusiast; she's always into some serious marine carin'.

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    • Updates: Gatling pea, Pod Fighter, Body-Gourd, Sergeant Strongberry, Kernal Corn, Vegitation Mutation, Captain Cucumber, Shellery, Carrotillery, Cob Cannon, Tatical Cuke, Cyborg Zombie, Zombot 1000, Portal Technician, Zombot Dinotronic Mechasaur, Final Mission, Hunting Grounds, Foot Soldier, Zombot Battlecruiser, Zombot Aerostatic Gondola, Zombot Sharkatronic Sub and Zombot Plank Walker now has the Army Tirbe and now come from the "Military Set"

      Medic has the Army Tribe, Remains as "Basic - Common"

      Disco Flower


      • Set - Rarity: Galactic - Super Rare
      • Class: PvZH Solar IconSolar
      • Tribe: Dancing Flower Plant
      • Stats: 3SunPvZH cost, 2StrengthPvZH/2HeartPvZH
      • Traits: All Flowers get PvZH Strikethrough Icon Strikethrough.

      There's a zombie on your lawn...

      Cosmic Potato


      • Set - Rarity: Galactic - Rare
      • Class: PvZH Guardian IconGuardian
      • Tribe: Root Plant
      • Stats 3SunPvZH cost, 1StrengthPvZH/2UntrickableAltBig
      • Traits UntrickableAltBig Untrickable
      • Ability: When Played: Counjure a Root, and it gets UntrickableAltBig Untrickable.

      He will not explode, like. Really.

      Pod Squad


      • Set - Rarity: Military - Rare
      • Class: PvZH Mega-Grow IconMega-Grow
      • Tribe: Pea Army Plant
      • Stats: 2SunPvZH cost, 2StrengthPvZH/3HeartPvZH
      • Traits: When this hurts a Zombie or The Zombie Hero, a random Pea gets +1StrengthPvZH

      They fight together. Their motto is "No pea left behind."

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    • XXK1rbyF4nB0y69Xx wrote:
      Updates: Gatling pea, Pod Fighter, Body-Gourd, Sergeant Strongberry, Kernal Corn, Vegitation Mutation, Captain Cucumber, Shellery, Carrotillery, Cob Cannon, Tatical Cuke, Cyborg Zombie, Zombot 1000, Portal Technician, Zombot Dinotronic Mechasaur, Final Mission, Hunting Grounds, Foot Soldier, Zombot Battlecruiser, Zombot Aerostatic Gondola, Zombot Sharkatronic Sub and Zombot Plank Walker now has the Army Tirbe and now come from the "Military Set"

      Medic has the Army Tribe, Remains as "Basic - Common"

      Disco Flower


      • Set - Rarity: Galactic - Super Rare
      • Class: PvZH Solar IconSolar
      • Tribe: Flower Plant
      • Stats: 3SunPvZH cost, 2StrengthPvZH/2HeartPvZH
      • Traits: All Flowers get PvZH Strikethrough Icon Strikethrough.

      There's a zombie on your lawn...

      Cosmic Potato


      • Set - Rarity: Galactic - Rare
      • Class: PvZH Guardian IconGuardian
      • Tribe: Root Plant
      • Stats 3SunPvZH cost, 1StrengthPvZH/2UntrickableAltBig
      • Traits UntrickableAltBig Untrickable
      • Ability: When Played: Counjure a Root, and it gets UntrickableAltBig Untrickable.

      He will not explode, like. Really.

      Pod Squad


      • Set - Rarity: Military - Rare
      • Class: PvZH Mega-Grow IconMega-Grow
      • Tribe: Pea Army Plant
      • Stats: 2SunPvZH cost, 2StrengthPvZH/3HeartPvZH
      • Traits: When this hurts a Zombie or The Zombie Hero, a random Pea gets +1StrengthPvZH

      They fight together. Their motto is "No pea left behind."

      I just don't understand why you gave Zombots the Army tribe.

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    • Diamond Space wrote: Z-Attack Squad Member

       Class:Crazy

       Tribe:Army Zombie

       Rarity:Rare

       Cost:3

       Stats:3/2 Splash Damage 1

      When this hurts a plant,a random zombie gets+1.

      So it gives up to three random Zombies a +1. A +1 what? It better not be Strength, but either way, it’s extremely OP for its cost and stats.

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    • Make it a 2/1 if it gives strength, or a 3/1 if it gives health.

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    • Updated poll. No love for Armageddroid?

      Which Zombie Hero in Anarchic Armageddon is your favorite?
       
      6
       
      0
       
      1
       
      1
       

      The poll was created at 01:33 on May 31, 2018, and so far 8 people voted.

      Mechachompzilla’s stats

      Armageddroid’s stats

      Eragon’s stats

      Krystalizombat’s stats

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    • Let me go one by one, with the powers. This is how they will be ranked. Each item is worth 2 points.

      • Originality
      • Fun to use
      • Balance
      • Usefulness

      Mechachompzilla

      C-Crusher

      2/2/1/1 - Very interesting, supporting a suicidal strategy. The drawback of having the same damage done to you may be too much though...

      Taser

      2/1/1/2 - Very powerful, perhaps too much. Ramp is really fun though!

      Macross Missile Massacre

      2/2/0/2 - WHAT ON EARTH IS THIS.

      Forcefield

      2/0/2/2 - Very good, but it's just kinda boring to use, unfortunately... Also, doesn't really fit the play style of Brainy/Crazy.

      Armageddroid

      Plutonium Power Surge

      1/1/1/2 - May be overbalanced, but it's a very good power to use.

      Oxygen Mine

      0/0/2/2 - What Terrify should have been.

      Poison Plasmids

      0/0/2/2 - Just gives a trait and draws a card. Even if the trait is original, that doesn't mean the power is.

      Acid Spray

      1/1/0/2 - The power is just too much. Giving 1/1 and deadly is already pretty good. THEN YOU MAKE IT ALSO REDUCE PLANT STRENGTH?

      Eragon

      Intoxicating Inferno

      1/0/1/1 - Isn't even in crazy class, so can't combo with most "When Destroyed" effect. I don't remember what Intoxicate does, so I'll give Balance and Usefulness even scores.

      Medieval Might

      1/2/1/2 - STOMPADON FLASH BACKS... oh wait, I didn't play in set 3...

      Spirit's Wrath

      1/1/1/2 - It's... there?

      Venom Bite

      0/0/2/2 - See Poison Plasmids.

      Krystalizombat

      Crystal Barrage

      2/2/2/2 - Best signature! It requires a good board to be useful, but with Imps and Dancers, it shouldn't be a problem.

      Telekinesis

      2/2/2/1 - RNG IS HERE. Can come in real handy when you have an annoying smarty hero on your hands, but can kill your boosts.

      Shockwave

      0/1/0/1 - A worse Final Mission. Final Mission didn't even deserve it's nerf...

      Crazy Monument

      1/1/2/2 - Crystal version of Graveyard, but still different enough to work. And non-trick powers are always welcome.

      OVERALL SCORES

      • Hero: Originality/Fun/Balance/Usefulness/Total
      • Mechchompzilla: 8/5/4/7/24
      • Armageddroid: 2/2/5/8/17
      • Eragon: 3/3/5/7/18
      • Krystalizombat: 5/6/6/6/23

      But even though Mechchompzilla is better balanced, I prefer Krystalizombat.

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    • I see. Thanks for your feedback. I’ll try fixing them when I have time.

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    • Final Thoughts

      When it comes to originality, Mechchompzilla, ironically an evil copy of Chompzilla, is a powerhouse. And its powers are also very useful. However, what is useful may not always be fun to use, and some need a decrease in their power. Honestly, just make the missiles more balanced. However, that may be difficult. Removing the extra damage to plants effect would make it a split-up Electro-Bolt. Maybe make shots done after it hits a plant deal more damage? Idk...

      Armageddriod has the most useful powers! However, they are not really balanced or originally... They can be fun to use though!

      Eragon is has the same problems as Armageddriod, but to a lesser extents... Then again, HE'S A DRAGON!!!!

      Kyrstalizombat is a very even guy. Mostly fun to use powers, mostly original, mostly balance, mostly useful. Even though he's technically lesser scoring than Mechachompzilla, he's consistent, and I like that. EXECPT FOR SHOCKWAVE HOLDING HIM BACK.

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    • I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

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    • No, don't nerf Neptuna, she already learned her lesson when she initiated Triassic Triumph and made herself irrelevant in the meta...

      Also, it should really read "When a zombie is revealed from a gravestone, it gets -2."

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    • Gking10 wrote:
      No, don't nerf Neptuna, she already learned her lesson when she initiated Triassic Triumph and made herself irrelevant in the meta...

      Also, it should really read "When a zombie is revealed from a gravestone, it gets -2."

      This is just a counter to Neptuna's hiding in Gravestone specialty. There's quite a lot of Sneaky Zombies in that can counter this, mainly Pogo Bouncer, and more powerful fighters that doesn't have gravestone, which in my set, almost no cards have Gravestone trait i might regret that.

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    • Pogo would be a horrible strat to get rid of this thing, because as it's revealed, it becomes a 0/2.

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    • Citron Bomb Official wrote: Solar Tomato

      • Class: Solar
      • Tribe: Fruit Trick
      • Rarity: Super-rare
      • Cost: 2

      Destroy a zombie. You get +1 sun for each health the zombie has.

      A card that destroys a fighter...

      With no special conditions...

      THAT GIVES YOU SUN...

      THAT COSTS 3 LESS THAT SQUASH

      Actually stop. Stop right now. Think about what you have done. GO TO THE CORNER AND THINK ABOUT YOUR SINS.

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    • Gking10 wrote:

      Citron Bomb Official wrote: Solar Tomato

      • Class: Solar
      • Tribe: Fruit Trick
      • Rarity: Super-rare
      • Cost: 2

      Destroy a zombie. You get +1 sun for each health the zombie has.

      A card that destroys a fighter...

      With no special conditions...

      THAT GIVES YOU SUN...

      THAT COSTS 3 LESS THAT SQUASH

      Actually stop. Stop right now. Think about what you have done. GO TO THE CORNER AND THINK ABOUT YOUR SINS.

      Maybe if you gave actual constructive criticism like the guys on Discord, I could fix the card

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    • I'm sorry, but how did this card even come into FRUITion. HOW DID THIS END UP COSTING 2? HOW? (Insert an infinite number of paragraphs comprised cyber-bulling and deconstructive criticism here.)

      I would make it give a zombie -2 strength and then give the sun based off health. It would still fit into Solar because it also has stat reduction.

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    • IAmPlayer wrote:
      I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Kinda similar to a plant of mine.


      Name: Light-Bulb (Remade)

      Class: Smarty

      Tribes: Object Root Plant

      Cost: 2

      Stats: 1/3

      Traits: None

      Ability: When a Zombie is revealed from a Gravestone, that Zombie gets -2 Strength. If it's a Vimpire, destroy it.

      Set - Rarity: Fandom - Uncommon

      "A Smarty Plant is 1% inspiration and 99% transpiration."

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    • Gking10 wrote:
      I'm sorry, but how did this card even come into FRUITion. HOW DID THIS END UP COSTING 2? HOW? (Insert an infinite number of paragraphs comprised cyber-bulling and deconstructive criticism here.)

      I would make it give a zombie -2 strength and then give the sun based off health. It would still fit into Solar because it also has stat reduction.

      Solar has strength AND health reduction. Strength reduction ONLY is Smarty.

      If anything, Solar Tomato should cost as much as Squash and only give extra sun the next turn.

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    • LordHelix990 wrote:
      Updated poll. No love for Armageddroid?
      Which Zombie Hero in Anarchic Armageddon is your favorite?
       
      6
       
      0
       
      1
       
      1
       

      The poll was created at 01:33 on May 31, 2018, and so far 8 people voted.

      Mechachompzilla’s stats

      Armageddroid’s stats

      Eragon’s stats

      Krystalizombat’s stats

      Just going to also review your heroes.

      Mechachompzilla

      C-Crusher is interesting. Personally, I would switch Taser to the signature superpower and make this a Crazy power instead. Possibly turn the damage down to 3 as well, since 5 damage is a lot.

      Taser contains elements of Crazy and Brainy, so it'd serve well as Mechachompzilla's signature superpower. Of course that means it needs a better name, any suggestions? It seems pretty balanced and is a fantastic tool in ramp decks allowing for much more potential. Mechachompzilla Zom-Blob wouldn't actually be a bad idea, and would probably be the best thing for it if it was a hero in the real game. If Forcefield does what I think it does, it's definitely going to be the best strategy, but that's not as important.

      Macross Missile Massacre is cool, but seems kinda weak. It's kinda Z-Mech's old signature superpower but worse (which I have a strange feeling you were going for). I can't really give suggestions on how to fix this so... if you want you can completely overhaul it, or you can just leave it as it is. Currently it's somewhere in the leagues of Dance Off and Dolphinado so...

      Forcefield needs a different name because, in case you don't remember, there already is a card named Force Field. It's an interesting idea, possibly a bit busted because of how ridiculous the effect can be in OTK decks. With the same classes as Brainstorm and powers to complement the playstyle, Mechachompzilla would definitely be better at the OTK speciality Brainstorm currently possesses. It's also possible I got this all wrong and that this doesn't affect zombies played the next turn, which would make it horribly weak the time plants can play tricks is right in between the time you play zombies and the time to play zombie tricks.

      Overall, Mechachompzilla has ridiculous potential in OTK decks and slightly less anywhere else, but you don't need to have potential anywhere else with what is basically the current strongest zombie deck in the game. Powers in concept are balanced but the synergies that it could make can have destructive consequences.

      Armageddroid

      Plutonium Power Surge is neither Sneaky nor Hearty, rather completely Crazy. I'm not exactly cultured, so I have no idea about the references but this cannot be a signature superpower for any current combination of two classes currently. Either change the signature or change the classes.

      Other superpowers are okay. I only judge on balance, so that's my two cents.

      Eragon

      Now I need a refreshener on what Intoxicating actually does, but unless Intoxicate is a ridiculously powerful effect, this both seems weak and mis-classed, since destroying zombies as a zombie hero is more Crazy than anything else.

      Other superpowers with the exception of Venom Bite (which I can't judge) are okay.

      Krystalizombat

      Crystal Barrage is okay, but I don't see how the "Sneaky" part comes in. Then again, not every signature superpower involves both classes, so I'll let it pass.

      Telekinesis seems kinda useless. It's basically MuG without its two biggest strengths, which is immunity to most removal and the reactivating of abilities. I really don't see any situation where using Telekinesis would be helpful. Maybe "Two zombies swap places. Their stats are reset." would be a better deal.

      Shockwave is just Final Mission... but worse? I know I said the old Shockwave was broken, but this is just horribly weak. "Destroy a Zombie. Do 4 damage, then 1 damage to all Plants" could be a bit better. I'm not sure whether it's OP, but ehh.

      Crystal Monument, I have a little nitpick with in the Bullseye. I know Crazy sometimes has Bullseye, but that's in like 3 cases off the top of my head. Disco-Naut and QCM is because it promotes the aggro that the Crazy class specializes in, and Grave Robber is just kinda a dumb card so I have no idea why it has Bullseye (IMO it shouldn't have). Currently I'm assuming that Crystals are basically Gravestones, but I really have no idea so *shrug*. The Bullseye should be replaced with something else though. I would suggest "it gets Strikethrough this turn" because of how crystals can form lasers, but it's up to you.

      So yeah.

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    • CWJ-D wrote:
      IAmPlayer wrote:
      I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Kinda similar to a plant of mine.


      Name: Light-Bulb (Remade)

      Class: Smarty

      Tribes: Object Root Plant

      Cost: 2

      Stats: 1/3

      Traits: None

      Ability: When a Zombie is revealed from a Gravestone, that Zombie gets -2 Strength. If it's a Vimpire, destroy it.

      Set - Rarity: Fandom - Uncommon

      "A Smarty Plant is 1% inspiration and 99% transpiration."

      Neither Vimpire nor Ancient Vimpire are Gravestones, so what exactly is the point...

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    • DatDramaPlant wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Kinda similar to a plant of mine.


      Name: Light-Bulb (Remade)

      Class: Smarty

      Tribes: Object Root Plant

      Cost: 2

      Stats: 1/3

      Traits: None

      Ability: When a Zombie is revealed from a Gravestone, that Zombie gets -2 Strength. If it's a Vimpire, destroy it.

      Set - Rarity: Fandom - Uncommon

      "A Smarty Plant is 1% inspiration and 99% transpiration."

      Neither Vimpire nor Ancient Vimpire are Gravestones, so what exactly is the point...

      That's easy. Graveyard. I know it's basically useless since it's Brain Freeze exclusive, but it's gravy. Let it slide.

      "Oh yeah, doesn't Brain Freeze suck"

      Don't ask me. Ask the professionals.

        Loading editor
    • CWJ-D wrote:

      IAmPlayer wrote:
      I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Kinda similar to a plant of mine.


      Name: Light-Bulb (Remade)

      Class: Smarty

      Tribes: Object Root Plant

      Cost: 2

      Stats: 1/3

      Traits: None

      Ability: When a Zombie is revealed from a Gravestone, that Zombie gets -2 Strength. If it's a Vimpire, destroy it.

      Set - Rarity: Fandom - Uncommon

      "A Smarty Plant is 1% inspiration and 99% transpiration."

      It is kinda similar, but the difference for Necrokitake here is that he now reveals all Gravestone even though it's not the time for tricks when he's played. Sure, it's pretty situational, but when the enemy played a bunch of Gravestone zombies, they had less way to get rid of him, because they would still have -2 Strength.

      Penny : So, does that mean you don't need to use Spyris to think it through?

      Nope. Well, kinda, if Pogo Bouncer is the leftmost Gravestone, then don't play him yet. Because in the game, Gravestone reveals one by one, if a Pogo Bouncer bounces Necrokitake, the other wouldn't get -2 Strength.

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    • IAmPlayer wrote:

      CWJ-D wrote:

      IAmPlayer wrote:
      I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Kinda similar to a plant of mine.


      Name: Light-Bulb (Remade)

      Class: Smarty

      Tribes: Object Root Plant

      Cost: 2

      Stats: 1/3

      Traits: None

      Ability: When a Zombie is revealed from a Gravestone, that Zombie gets -2 Strength. If it's a Vimpire, destroy it.

      Set - Rarity: Fandom - Uncommon

      "A Smarty Plant is 1% inspiration and 99% transpiration."

      It is kinda similar, but the difference for Necrokitake here is that he now reveals all Gravestone even though it's not the time for tricks when he's played. Sure, it's pretty situational, but when the enemy played a bunch of Gravestone zombies, they had less way to get rid of him, because they would still have -2 Strength.

      Penny : So, does that mean you don't need to use Spyris to think it through?

      Nope. Well, kinda, if Pogo Bouncer is the leftmost Gravestone, then don't play him yet. Because in the game, Gravestone reveals one by one, if a Pogo Bouncer bounces Necrokitake, the other wouldn't get -2 Strength.

      Situational? Sure, but even then, Necokitake is basically a better Light-Bulb aside from synergy and the occasional Vimpires.



      Name: Eucalyptus Pink

      Class: Solar

      Tribe: Tree Plant

      Cost: 4

      Stats: 4/3

      Trait: Critical Hit 2

      Ability: When this destroys a Zombie, heal all Plants and the Plant Hero for 2.

      Set - Rarity: Fandom - Super-Rare

      Does her best to drive her fans away from Death... and Zombies closer to it.

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    • Call to Retreat

      Class:Beastly

      Tribe:Army Trick

      Rarity:Super Rare

      Cost:3

      Bounce a damaged zombie, it gets+1+1. Make a random Army Zombie that cost 3 or less there.



      Tank Commander Zombie

      Class:Crazy

      Tribe: Army Zombie

      Rarity:Rare

      Cost:5

      Stats:3/4 Splash Damage 3.

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    • --Burn n: deals 1 damage to the plant at the start of turn. the effect lasts n turn(s).

      Centurion

      Class: Crazy

      Tribe: Army History Zombie

      Rarity:Rare

      Cost: 3

      Stats:3/2

      When this hurts a plant: that plant gets Burn 3.

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    • New rarity: Mythtic

      Rarer than Legendary and even Heroes!

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    • Sky Trooper

      Class: Brainy

      Tribe: Army Zombie

      Rarity: Super Rare

      Cost: 2

      Stats:2/2

      Army Evolution: This does 2 bonus attacks, if the evolved zombie is played in heights: does 3 bonus attacks instead.

      (Use this with Gargantuar Mime.)

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    • LordHelix990 wrote:

      Diamond Space wrote: Z-Attack Squad Member

       Class:Crazy

       Tribe:Army Zombie

       Rarity:Rare

       Cost:3

       Stats:3/2 Splash Damage 1

      When this hurts a plant,a random zombie gets+1.

      So it gives up to three random Zombies a +1. A +1 what? It better not be Strength, but either way, it’s extremely OP for its cost and stats.

      Thanks for reminding me that. That was a huge mistake.

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    • Computer Scientist

      Class: Crazy

      Tribe: Science Zombie

      Rarity: Legendary

      Cost: 5

      Stats: 2/5

      When this destroys a plant: all zombies get +2 Strength this turn.

      Science Evolution: This gets +1 strength, deal 2 damage to the plant with the least health.

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    • Amnesia

      Class: Mega-Grow

      Rarity: Uncommon

      Tribe: Flower Trick

      Cost: 3

      Ability: Reset a plant or zombie's stats.

      "Have your plants been damaged? Stats reduced? Or perhaps an ultra-buffed zombie? Solve your problems right now! Just call 0000-0000!

      Appearance: A flower  throws  really strong perfume at the target while a phone rings.

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    • CWJ-D wrote:

      Gking10 wrote:
      I'm sorry, but how did this card even come into FRUITion. HOW DID THIS END UP COSTING 2? HOW? (Insert an infinite number of paragraphs comprised cyber-bulling and deconstructive criticism here.)

      I would make it give a zombie -2 strength and then give the sun based off health. It would still fit into Solar because it also has stat reduction.

      Solar has strength AND health reduction. Strength reduction ONLY is Smarty.

      If anything, Solar Tomato should cost as much as Squash and only give extra sun the next turn.

      I don't like that idea. If it was a squash with an extra ability, and costed the same, then what's the point of anyone using squash anymore? That's powercreep.

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    • IAmPlayer wrote: I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Plz dan’t make the fish lady useless

      Good card.

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    • LordHelix990 wrote:

      IAmPlayer wrote: I have revamped Necrokitake from a few threads ago. Now it will be Neptuna's biggest weakness.

      Necrokitake  (Necromancer + Enokitake)

      •  Set- Rarity : Legacy - Legendary
      • Class : PvZH Smarty IconSmarty
      • Stats : 6SunPvZH cost 4StrengthPvZH/5HeartPvZH
      • Tribe : Mushroom Plant
      • Traits : None
      • Ability : When a Zombie is revealed from a Gravestone, it gets -2StrengthPvZH.
        • When played : Reveal all Gravestones.

      "Ready to face the necrotic doom?"

      Plz dan’t make the fish lady useless

      Good card.

      tbh any heroe that liek to uze gravestones are weak to this. even Captain Brainz.

      Thanks btw.

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    • A Future Cactus, a Ghost Pepper, a Lightning Reed. These final Plant Heroes, arriving no later than the end of next week...

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    • Because my lazy ass is too lazy to go back and fix them right now, I'll put them here.

      I made a few changes to my Heroes based on your feedback. As a side note, the order in which the Heroes are displayed on the Collection screen(filling in the last four spaces after Huge-G) is now Armageddroid, Krystalizombat, Eragon, Mechachompzilla(originally Mechachompzilla, Armaggedroid, Eragon, Krystalizombat).

      Armageddroid

      Not much really changed with him. His Signature is renamed "Nuclear Pulse" and only does 3 damage to himself and all Plants(You might say that's unfair since it does damage and isn't Crazy, but then again Precision Blast and Power Pummel exist.). Acid Spray also no longer debuffs Plants. Oxygen Mine is unchanged, and I didn't know what to do with Poison Plasmids.

      Krystalizombat

      Almost no changes. Telekinesis only swaps two Zombies and not all of them, and draws a card but does not apply a debuff. Shockwave now does 4 damage to a select target and 1 damage to all Plants in addition to destroying a Zombie. Crystal Barrage and Crystal Monument are unchanged(by the way, DatDramaPlant, Crystal is sort of like Gravestone, except primarily associated with Crazy, hence the Bullseye. Crystals can be destroyed before they are revealed, and have 3 Health before being destroyed, though they are immune to most Tricks, with a few exceptions. In addition, Crystals are colored differently depending on the Class of the Zombie inside.).

      Prince Eragon

      A good amount of rehauling. Intoxicating Inferno no longer destroys a Zombie, though the Intoxicating effect still remains(Start of Turn: This gets -1/-1. When this is destroyed, Poison(Start of Turn: This takes 2 damage. Ignores Armored.) Plants next door.). Spirit's Wrath now Poisons Plants next door and draws a card. Medieval Might did not change, and I had no idea what to do about Venom Bite.

      Mechachompzilla

      To differentiate him from Professor Brainstorm, I made Mechachompzilla have two Crazy Superpowers and one Brainy Superpower(Brainstorm has two Brainy and one Crazy). Forcefield is renamed "Neo Barrier"(function is still the same). C-Crusher has been renamed "Mega-Buster"(animation is Mechachompzilla firing three massive lasers from his mouth and shoulder cannons) and does 3 damage to both Heroes. His signature is now called "Shock Anchors" and does 2 damage to the Plant Hero, then give the Zombie Hero +2 Brains the next turn. I have absolutely no idea about what to do with Macross Missile Massacre.

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    • Gking10 wrote:

      CWJ-D wrote:

      Gking10 wrote:
      I'm sorry, but how did this card even come into FRUITion. HOW DID THIS END UP COSTING 2? HOW? (Insert an infinite number of paragraphs comprised cyber-bulling and deconstructive criticism here.)

      I would make it give a zombie -2 strength and then give the sun based off health. It would still fit into Solar because it also has stat reduction.

      Solar has strength AND health reduction. Strength reduction ONLY is Smarty.

      If anything, Solar Tomato should cost as much as Squash and only give extra sun the next turn.

      I don't like that idea. If it was a squash with an extra ability, and costed the same, then what's the point of anyone using squash anymore? That's powercreep.

      Well then. In that case, don't destroy the zombie. Give it stat reductions, and make it slightly cheaper. Deal?

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    • Ayy, look at this! It’s my first set of concepts for new Heroes! And I admit they more than suck(that’s putting it lightly), but fear not; those two Plant Heroes are to be remade NOW!


      Speeding Spike

      The Cactus from the Future is a rebel at heart. He was originally just an ordinary Cactus, fighting against the corrupt mass nuclear-mining corporations of Armageddroid in one possible future. However, the explosion of Zomboss’s Hero-Tron 5000 allowed him to visit the past and set right what went wrong. The radiation from the Hero-Tron’s remains transformed him into a new cybernetic form, with control over electricity and time in addition to super speed. Bloodlust and card draw pump up his Dino-Roars and Anti-Heroes before devastating the opponent with Bullseye, Double Strike, and moving tricks. Now if we could just get him to stand still...

      Classes: Kabloom/Mega-Grow


      Signature Superpower:

      Supercharge: A Plant gets Anti-Hero 2, Frenzy, and +2 Strength.


      Superpowers:

      Plasma Finisher(Kabloom Superpower): Do 4 damage to a damaged Zombie.

      Whip-Up(Mega-Grow Superpower): A Plant gets +1/+1 and Double-Strike.

      Stampede(Kabloom Superpower): Do 2 damage to all Zombies in lanes with Plants.


      Plantasm

      The mysterious Ghost Writer came from the Dark Ages. Back then, she was just an ordinary Ghost Pepper living on the farms in England. There she encountered the destructive Prince Eragon, who burned her family and destroyed her home for no known reason beyond his amusement. She would remain in the Dark Ages, attempting to devise a way to fight back against him. When she came across old books of witchcraft, she knew that this would be the key to destroying her old foe. She was brought to the modern day by the aftermath of the Hero-Tron 5000’s destruction, and continues to use her dark magic against the Zombies in the hope that one day, she may be able to fight Eragon once again and settle an old score. She uses Frenzy and Strikethrough to keep the Zombie horde low, while she outlasts the opponent with stat boosts and Deadly.

      Classes: Mega-Grow/Solar


      Signature Superpower:

      Fright Fest: All Plants in your hand get +1/+1. All Tricks in your hand cost 1 Sun less.


      Superpowers:

      Black Magic(Solar Superpower): A Zombie gets -1/-1. A Plant there gets +1/+1.

      Mixing Pot(Mega-Grow Superpower): Destroy a Plant. Another Plant gets that much Strength and Health.

      Uprising(Mega-Grow Superpower): Conjure a Fruit. It costs 1 Sun less.

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    • Name: Dust Devil

      Class: Sneaky

      Tribe: Imp Zombie

      Cost: 2

      Stats: 2/1

      Traits: Deadly, Levitate

      Ability: When played in an Environment: Transform that Environment into a Dusty District.

      Set - Rarity: Fandom - Rare

      Dust Devils are born from the lethal particulates from cities. A fine creation by in-dust-ry, I'd say.



      Name: Dusty District

      Class: Sneaky

      Tribe: Environment

      Cost: 3

      Abilities: Zombies here are Deadly. Plants here that don't have Bullseye have a 20% chance to miss.

      Set: Token

      Literally silent, literally deadly.

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    • As if we need more luck-based events in the game.

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    • Crystal Plants. Yeah, remember those Crystal Zombie that I made? Now it's the plants' turn.

      Thingamajig to explain :

      • Purified : PvZH Strikethrough IconStrikethrough cannot go pass this, and this is immune to Poisoned and PvZH Deadly IconDeadly.
      • Poison : Start of Turn, do 1 damage to this.
      • Slow Start : Survive for 2 turns to deactivate this ability.

      Crystal Nut

      • Set - Rarity : Legacy - Uncommon
      • Class : PvZH Guardian IconGuardian
      • Stats : 3SunPvZH-cost 2StrengthPvZH/3HeartPvZH
      • Tribe : Crystal Nut Plant
      • Trait : Purified, Team-Up
      • Ability : When played : A Plant gets Purified.

      "Not all plants can be crystallized like us, so deal with it."

      Crystal Mushroom

      • Set - Rarity : Legacy - Rare
      • Class : PvZH Kabloom IconKabloom
      • Stats : 3SunPvZH cost 3StrengthPvZH/1HeartPvZH
      • Tribe : Crystal Mushroom Plant
      • Trait : Purified
      • Ability : When this hurts a Zombie, Poison that Zombie.

      "Smooth as mirror, 10/10 - ZGN"

      Crystal Pea

      • Set - Rarity : Legacy - Uncommon
      • Class : PvZH Mega-Grow IconMega-Grow
      • Stats : 4SunPvZH cost 2StrengthPvZH/2HeartPvZH
      • Tribe : Crystal Pea Plant
      • Trait : Purified
      • Ability : Copy a Pea's traits and abilities.

      I guess you can say, he's rocked out?

      Purify Berry

      • Set - Rarity : Legacy - Legendary
      • Class : PvZH Mega-Grow IconMega-Grow
      • Stats : 4SunPvZH-cost 6StrengthPvZH/6HeartPvZH.
      • Tribe : Crystal Berry Plant
      • Trait : None
      • Ability : When played : All plants get Purified.
        • Slow Start : This gets -3StrengthPvZH/-3HeartPvZH.

      "Look, I'm not even made out of crystal, but I use crystal-like abilities. Does that count?"

      Crystal Bean

      • Set - Rarity : Legacy - Uncommon
      • Class : PvZH Smarty IconSmarty
      • Stats : 3SunPvZH-cost 0StrengthPvZH/2HeartPvZH.
      • Tribe : Crystal Bean Plant
      • Trait : Purified, Team-Up
      • Ability : When a Team-Up plant is played, it gets Purified, and this gets +1StrengthPvZH.

      "Sow, sow, sow your root, get it Purified..."

      Crystal Flower

      • Set - Rarity : Legacy - Uncommon
      • Class : PvZH Solar IconSolar
      • Stats : 3SunPvZH-cost 1StrengthPvZH/2HeartPvZH
      • Tribe : Crystal Flower Plant
      • Trait : Purified, Chaotic 2
      • Ability : Start of Turn : You get +1SunPvZH for each Flower.

      Pretty productive bunch.

      Crysta-seed

      • Set - Rarity : Legacy - Rare
      • Class : PvZH Solar IconSolar
      • Stats : 3SunPvZH-cost 1StrengthPvZH/3HeartPvZH.
      • Tribe : Crystal Seed Plant
      • Trait : Purified
      • Ability : Start of Turn : Conjure a 2SunPvZH-cost Plant. It gets PvZH Strikethrough IconStrikethrough.

      This is the only seed that doesn't grow into a bigger plant. True fact!

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    • Crystal Bean costs too much, even with Purified and a decent ability. Probably 3 sun.

      Crysta-Seed is overpowered for an uncommon. 3-sun plants are the limit, but there are pretty good ones out there. Maybe if it cost 2 sun and became rare?

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    • CWJ-D wrote:
      Crystal Bean costs too much, even with Purified and a decent ability. Probably 3 sun.

      Crysta-Seed is overpowered for an uncommon. 3-sun plants are the limit, but there are pretty good ones out there. Maybe if it cost 2 sun and became rare?

      Alright then.

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    • As a usual tip, anything that serves a purpose only to counter another specific ability is extremely niche. Purified is applicable for at most two classes, depending on where Poison comes in. It's just kinda too out-of-the-way to give it a full trait.

      Crystal Nut is kinda just Pea-Nut but worse, except it has an ability that comes into play basically never. (Unless there's Crystal synergy, then maybe that.)

      Crystal Mushroom requires better stats. 3/2 or 4/1 would be fine.

      Crystal Pea is extremely niche because it has to copy a Pea's stats. Peas aren't even a good tribe, so this being a thing really doesn't help the case.

      Purify Berry is slightly weak because of how niche Purified is, so I'd recommend reducing the effect of Slow Start or increasing base stats.

      Crystal Bean is hilariously UP. Horrendous stats, not boosting its health and only working with Team-Up plants make Crystal Bean unviable in many decks. This is basically made for the Team-Up synergy and nothing else, and even with that it just becomes a glass cannon that dies to a single Bungee Plumber.

      Crystal Flower and Crysta-seed are both okay.

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    • Ok I'm back from some Brainstorming and trying to combat my inner demons from the Shadow Realm, with some more juicy Training Blocks.



      Spiky Training Block (Crazy) (Block Dancing Zombie) (3 Brains) (3/1)

      Fusion: Make a 1-Cost Zombie, Conjure a Dancing Zombie, Make a Vanilla here.

      Legend - Rare

      Why would you try to stand on it, you idiot...



      Giant Training Block (Beastly) (Block Gargantuar Zombie) (5 Brains) (4/4)

      Fusion: A Zombie played here gets +4/+4, make a Smoosh-Shroom here.

      Legend - Uncommon

      Even Gargantuars need some training every now and then...



      Companion Block (Hearty) (Block Science Zombie) (2 Brains) (0/4)

      Team-Up.

      When destroyed: Heal everything for 2 health. When a Zombie is played in from of this, Gain a Companion Block.

      Legend - Super-Rare

      The Weighted Companion Block doesn't speak, it doesn't feel pain, and it will never try to stab you in the back.



      Holo Block Zombie (Hearty) (Block Science Zombie) (6 Brains) (4/4)

      Armored 2.

      When a Block is played, this gets +2 Health.

      Legend - Super-Rare

      The almighty fusion between Block kind and Zombie kind. Don't ask him how that happened though.



      Aqua-Block (Sneaky) (Science Block Zombie) (1 Brain) (0/1)

      Armored 1. Amphibious.

      Fusion: Zombies played here get Amphibious, Conjure a Block.

      Legend - Rare

      Finally! A counter to Amphibian Aqua-Annoyances!



      Jimmy, the Block Maker (Hearty) (Science Block Zombie) (7 Brains) (3/3)

      Make a Block in each lane. Start of turn: Conjure a Block.

      Legend - Legendary

      The man who started this madness himself, Jimmy. He's still learning about stuff like curves and solids that aren't Blocks, but he doesn't find fun in them. He's also still waiting for PotatOS to Accept his latest Franken-Block.



      Lil' Block (Sneaky) (Imp Block Zombie) (1 Brain) (1/1)

      Team-Up.

      When destroyed: Conjure a Block.

      Legend - Uncommon

      It's very common for Imps to try and absolutely destroy these little things, but for the sake of training we let them do it.



      Fun Fact: I lied about the Team-Up.

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    •   Loading editor
    • LordHelix990 wrote:
      Any thoughts?

      Shouldn't  Speeding Spike be Guardian? It is kinda weird that the Cactus hero can't  play Cactus.

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    • I kind of wanted Speeding Spike to have a more aggressive/offensive playstyle(hence the Kabloom), and honestly Kabloom/Guardian wouldn’t flow as well. I think Kabloom/Mega-Grow is a much better fit, but I’ll probably add a Cactus or two to the classes he does lead.

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    • Stonecutters wrote:
      LordHelix990 wrote:
      Any thoughts?
      Shouldn't  Speeding Spike be Guardian? It is kinda weird that the Cactus hero can't  play Cactus.

      A mermaid with an octopus for a head can't play Octo Zombie, while Super Brainz can't play Super Brainz cosplay Gargantuar.

      "The Ultra Desparigolds can't play Monopears, how despair-inducing. Anyway, deal with it"

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    • LordHelix990 wrote:
      Any thoughts?

      Supercharge: Frenzy? Oh, DDP will come to smoke us, we should hide. Oh wait, nowhere to hide. *Laughs*

      Whip-Up: Minor nitpick. It's Double Strike, not Double-Strike.

      Stampede: Overpowered. It should only target a certain number of lanes. "Do 2 damage to Zombies in X random lanes with Plants."



      Black Magic: Um... Weak, but I don't know how to properly buff it.

      Uprising: Strange that the Mega-Grow class would be related to the fruit tribe. Normally I'd think Kabloom.

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    • Supercharge: rUN

      Whip-Up: K.

      Stampede: Will do 2 damage to Zombies in 2 random lanes with Plants.


      Black Magic: Uh...Either the Zombie gets -2/-2 or the Plant gets +2/+2. Not sure which one.

      Uprising: Kabloom is mostly associated with Berries. While Fruits have no specific association, I will relegate them to Mega-Grow due to Captain Cucumber, in addition to the other Fruits I will add to my set(Dillophosaurus, Appleptere, etc.).

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    • The very definitely final last conclusive definitive Plant Hero, as well as the very last Hero in my set. Also, Captain Antarctica is no longer an Ice-Shroom. He's a Snow Pea.


      Lightanosaurus

      A Lightning Reed scientist studying dinosaurs, corrupted against his own will by the Hero-Tron 5000. Driven to insanity by the radiation, the Lightning Reed began to raise hell throughout the city. Eventually, the toxins took effect. He mutated rapidly, taking on a new form in the shape of a colossal dinosaur with lightning fins and limbs. The beast towers a good dozen meters over most houses and dwells off the coasts, hunting squids and sharks. While not necessarily good or evil, Lightanosaurus would much rather stick to his own ideology, though he usually finds himself at odds with the Zombies. Lightanosaurus's electric body means he can shock his opponents and control the weather and air currents. Due to this he is capable of burning or freezing anything he so desires. He is mostly opposed to fellow mutant Krystalizombat, with their immense struggles being the stuff of legend. In battle, Lightanosaurus relies on Burning and Freezing enemies, in addition to destroying Zombies through his brute strength, to subjugate and bring down the opponent.

      Classes: Smarty/Guardian



      Signature Superpower:

      Sonic Oscillator:  Destroy a Zombie with 4 Strength or more. All other Zombies get -2 Strength. Draw a card.



      Superpowers:

      Tar Pit(Guardian Environment): Plants and Zombies here are Heavy. Start of Turn: Destroy Plants and Zombies here with 2 Strength or less.

      Primordial Ooze(Smarty Environment): Gravestones and Crystals can't be played here. Plants here get +1/+1.

      Temporal Twist(Smarty Trick): Bounce everything in one lane. Draw a card.



      And now, the inevitable...

      Which Plant Hero in Anarchic Armageddon is your favorite?
       
      0
       
      3
       
      1
       
      1
       

      The poll was created at 04:01 on June 3, 2018, and so far 5 people voted.

      Captain Antarctica's stats

      Speeding Spike and Plantasm's stats

      Lightanosaurus's stats are above.

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    • Reminds me of Godzilla... Lightanosauros  vs.  Chompzilla must happen!

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    • LordHelix990 wrote:
      The very definitely final last conclusive definitive Plant Hero, as well as the very last Hero in my set.

      Also, Captain Antarctica is no longer an Ice-Shroom. He's a Snow Pea.


      Lightanosaurus

      A Lightning Reed scientist studying dinosaurs, corrupted against his own will by the Hero-Tron 5000. Driven to insanity by the radiation, the Lightning Reed began to raise hell throughout the city. Eventually, the toxins took effect. He mutated rapidly, taking on a new form in the shape of a colossal dinosaur with lightning fins and limbs. The beast towers a good dozen meters over most houses and dwells off the coasts, hunting squids and sharks. While not necessarily good or evil, Lightanosaurus would much rather stick to his own ideology, though he usually finds himself at odds with the Zombies. Lightanosaurus's electric body means he can shock his opponents and control the weather and air currents. Due to this he is capable of burning or freezing anything he so desires. He is mostly opposed to fellow mutant Krystalizombat, with their immense struggles being the stuff of legend. In battle, Lightanosaurus relies on Burning and Freezing enemies, in addition to destroying Zombies through his brute strength, to subjugate and bring down the opponent.

      Classes: Smarty/Guardian



      Signature Superpower:

      Sonic Oscillator:  Destroy a Zombie with 4 Strength or more. All other Zombies get -2 Strength. Draw a card.



      Superpowers:

      Tar Pit(Guardian Environment): Plants and Zombies here are Heavy. Start of Turn: Destroy Plants and Zombies here with 2 Strength or less.

      Primordial Ooze(Smarty Environment): Gravestones and Crystals can't be played here. Plants here get +1/+1.

      Temporal Twist(Smarty Trick): Bounce everything in one lane. Draw a card.



      And now, the inevitable...

      Which Plant Hero in Anarchic Armageddon is your favorite?
       
      0
       
      3
       
      1
       
      1
       

      The poll was created at 04:01 on June 3, 2018, and so far 5 people voted.

      Captain Antarctica's stats

      Speeding Spike and Plantasm's stats

      Lightanosaurus's stats are above.

      I'll do these one by one since I don't have the time to do all the comments at once. I'll do Captain Antartica and Speeding Spike first, then the rest tomorrow.

      ...there's not much to say, except that Moisturize is absolutely useless because neither Smarty nor Kabloom have the ability to move plants, hence the Amphibious is completely useless.

      As for Speeding Spike, not a fan of Plant Frenzy, but I don't dislike it as much as Plant Deadly. Plasma Finisher is not worth it, since it's just 1 more damage when there's no targetting, compared to Meteor Strike. "Do 4 damage to a damaged Zombie" would be better.

      The other two are okay, but Stampede needs a slight wording change, should be "Do 2 damage to all Zombies in lanes with Plants."

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    • DatDramaPlant wrote:

      ...there's not much to say, except that Moisturize is absolutely useless because neither Smarty nor Kabloom have the ability to move plants, hence the Amphibious is completely useless.

      It's not completely useless due to Bog of Enlightenment and Navy Bean, but actually having a plant on the aquatic lane is much better.

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    • CWJ-D wrote:
      DatDramaPlant wrote:

      ...there's not much to say, except that Moisturize is absolutely useless because neither Smarty nor Kabloom have the ability to move plants, hence the Amphibious is completely useless.

      It's not completely useless due to Bog of Enlightenment and Navy Bean, but actually having a plant on the aquatic lane is much better.
      Bog of Enlightenment
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    • DatDramaPlant wrote:
      CWJ-D wrote:
      DatDramaPlant wrote:

      ...there's not much to say, except that Moisturize is absolutely useless because neither Smarty nor Kabloom have the ability to move plants, hence the Amphibious is completely useless.

      It's not completely useless due to Bog of Enlightenment and Navy Bean, but actually having a plant on the aquatic lane is much better.
      Bog of Enlightenment

      Is there a problem?

      "IDK, probably because BoE is bad"

      Don't ask me.

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    • LordHelix990 wrote:
      The very definitely final last conclusive definitive Plant Hero, as well as the very last Hero in my set.

      Also, Captain Antarctica is no longer an Ice-Shroom. He's a Snow Pea.


      Lightanosaurus

      A Lightning Reed scientist studying dinosaurs, corrupted against his own will by the Hero-Tron 5000. Driven to insanity by the radiation, the Lightning Reed began to raise hell throughout the city. Eventually, the toxins took effect. He mutated rapidly, taking on a new form in the shape of a colossal dinosaur with lightning fins and limbs. The beast towers a good dozen meters over most houses and dwells off the coasts, hunting squids and sharks. While not necessarily good or evil, Lightanosaurus would much rather stick to his own ideology, though he usually finds himself at odds with the Zombies. Lightanosaurus's electric body means he can shock his opponents and control the weather and air currents. Due to this he is capable of burning or freezing anything he so desires. He is mostly opposed to fellow mutant Krystalizombat, with their immense struggles being the stuff of legend. In battle, Lightanosaurus relies on Burning and Freezing enemies, in addition to destroying Zombies through his brute strength, to subjugate and bring down the opponent.

      Classes: Smarty/Guardian



      Signature Superpower:

      Sonic Oscillator:  Destroy a Zombie with 4 Strength or more. All other Zombies get -2 Strength. Draw a card.



      Superpowers:

      Tar Pit(Guardian Environment): Plants and Zombies here are Heavy. Start of Turn: Destroy Plants and Zombies here with 2 Strength or less.

      Primordial Ooze(Smarty Environment): Gravestones and Crystals can't be played here. Plants here get +1/+1.

      Temporal Twist(Smarty Trick): Bounce everything in one lane. Draw a card.



      And now, the inevitable...

      Which Plant Hero in Anarchic Armageddon is your favorite?
       
      0
       
      3
       
      1
       
      1
       

      The poll was created at 04:01 on June 3, 2018, and so far 5 people voted.

      Captain Antarctica's stats

      Speeding Spike and Plantasm's stats

      Lightanosaurus's stats are above.

      Anyway, now for the other two!

      Plantasm's description mentions plant Deadly is all around okay.

      Sonic Oscillator is a bit too strong, since it's a Shamrocket with added bonus effect. Destroy a Zombie with 5StrengthPvZH

      or more seems more balanced. Primordial Ooze is too niche since it counters like one class (or two, IDK about your set), and the boost is measly, so it has to be completely reworked. Other two are okay.
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    • You've had the Zombie-throwing Zombie line of cards. So now, I present "The Wrong Phase Zombies."


      Members of this include Teleportation Zombie, Teleport, and...

      Prankster Zombie

      PvZH Brainy IconBrainy

      Party Zombie


      3-cost 2/6

      You can play tricks while its time for zombies.

      It's just a prank, bro.

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    • Card Artist

      • Class - Brainy
      • Rarity - Super-rare
      • Tribe - Professional Zombie
      • 4-cost
      • 4/4

      When played: Shuffle a copy of each card in your hand into your deck

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    • David Jones

      PvZH Sneaky IconSneaky

      Pirate Monster Zombie

      6-cost 3/3

      Afterlife(When Destroyed, gain a copy of this card.), Amphibious

      When a plant is destroyed in the water, this gains +2/+2. When played: Make a Underwater Locker Room here.


      Underwater Locker Room

      PvZH Beastly IconBeastly

      Sports Pirate Environment

      This lane counts as the water. End of Turn: Destroy all damaged plants here.

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    • Gking10 wrote:
      David Jones

      PvZH Sneaky IconSneaky

      Pirate Monster Zombie

      6-cost 3/3

      Afterlife(When Destroyed, gain a copy of this card.), Amphibious

      When a plant is destroyed in the water, this gains +2/+2. When played: Make a Underwater Locker Room here.


      Underwater Locker Room

      PvZH Beastly IconBeastly

      Sports Pirate Environment

      This lane counts as the water. End of Turn: Destroy all damaged plants here.

      boi just use "When destroyed, gain a Pirate Monster Zombie" instead. It's stupid to bring back something they removed.

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    • Why can't I just replace it with what I wrote as an explanation?

      When destroyed: Gain a copy of this card.

      but if we look at Octo-Zombie, I guess it should be like this:

      When Destroyed: Gain a David Jones.

      With your version, it would technically be conjuring, and could also give a completely different card should another Monster Pirate be added to the game.

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    • Gking10 wrote:
      Why can't I just replace it with what I wrote as an explanation?

      When destroyed: Gain a copy of this card.

      but if we look at Octo-Zombie, I guess it should be like this:

      When Destroyed: Gain a David Jones.

      With your version, it would technically be conjuring, and could also give a completely different card should another Monster Pirate be added to the game.

      Whoops, I thought the name of the card was Monster Pirate. Yeah, it's just easier to put it as "When destroyed: Gain a David Jones."

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    • Monster Pirate is a 10/10 name.

      Should probably rename him Flying Dutchman.

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    • Gking10 wrote:
      You've had the Zombie-throwing Zombie line of cards. So now, I present "The Wrong Phase Zombies."


      Members of this include Teleportation Zombie, Teleport, and...

      Prankster Zombie

      PvZH Brainy IconBrainy

      Party Zombie


      3-cost 2/6

      You can play tricks while its time for zombies.

      It's just a prank, bro.

      To think that someone had exactly the same idea as mine, except mine's a 2/4.

      "That, probably, has been made many times before even you did"

      Ah, whatever. Just don't take this as a "Hey you copied my card Imma sue you like that one guy from Plantsona 5" kind of thing.

      "SPOILERS"

      Oops, sorry. I forgot spoiling things was YOUR department, evil clone.



      Name: Politician Gargantuar

      Class: Beastly

      Tribes: Injustice Monster Gargantuar Zombie

      Cost: 6

      Stats: 6/6

      Trait: Merciless 2 (Do 2 more damage against plants with half health or less)

      Ability: When a Plant hurts a Gargantuar, it gets -2/-2. If this ability destroys the Plant, Conjure a Gargantuar.

      Set - Rarity: Fandom - Legendary

      There are three types of politicians: the good, the bad, and the Gargantuar.

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    • More games!



      Phoenix Fright (Brainy) (Professional Zombie) (3 Brains) (2/3)

      Gravestone.

      If a Plant does a Bonus Attack, this does a Bonus Attack.

      Legend - Uncommon

      "OBJECTION! Your honor, my client did not eat Mr. Dave's Brains, since he doesn't even have one!"



      Click-Shroom (Solar) (Mushroom Plant) (6 Sun) (4/4)

      Infect.

      When a Zombie with 3 Strength of less is played here, Destroy it.

      Legend - Super-Rare

      Do not make a sound... just throw something to make noise.

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    • All the Legendries in Pumpking's Curse are gonna be based off of famous monsters. David Jones (Gonna be renamed 'The Flying Scotsman') was one of them. Here are some more.

      Manticorn

      PvZH Kabloom IconKabloom

      Corn Monster Pet Plant

      6-cost 4/5

      When this destroys a zombie, this gains a random trait with a level of 2 (Any trait. Traits like Splash Damage and Overshoot are at 2.)

      Start of Turn: Deal 4 damage.


      Chuparose

      PvZH Solar IconSolar

      Flower Monster Pet Plant

      5-cost 3/4

      Hunt

      When this hurts a zombie, heal for the damage dealt. If it was a goat, destroy it, and this heals to full.


      Snake-Bit Chicken (It's a basilisk.)

      PvZH Sneaky IconSneaky

      Monster Dragon Pet Zombie

      4-cost 3/4

      Deadly, Splash Damage 1.

      When this enters a lane, deal 1 damage to all plants here.

      When a plant enters this lane, this moves to a random lane.


      Hijacking Gremlin

      Idk what class to put this in...

      Monster Imp Zombie

      4-cost 2/2.

      When played: Cards in the Plant Hero's hand cost 1 more.

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    • Gremlin should be Hearty since messing with Sun(Ra Zombie, Turquoise Skull) is a Hearty thing.

      Does Manticorn do 4 damage to a random target or a target of your choice?

      Chuparose is somewhat niche, but good nonetheless.

      So this can clear out three lanes of Plants. Kinda OP. I’d remove Deadly and give it more Splash Damage. Also, I’d give it Amphibious because, well, it’s a Basilisk.

      I shudder to think what the Jersey Devil, Mothman, or the Headless Horseman will be like.

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    • Manticore allows you to choose.

      Snake-Bit Chicken has deadly because of the myth that it's glare/breath is lethal. I think I'll remove the splash and take that amphibious idea.

      As for the others, there is a tomato called a "Jersey Devil"...

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    • Gking10 wrote: Monster Pirate is a 10/10 name.

      Should probably rename him Flying Dutchman.

      Cool name

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    • Chaos Ghost

      4 cost 4/4

      Monster Zombie

      Sneaky

      Super-Rare

      This can’t be hurt, destroyed, or weakened during Plants Play.

      Chaos Ghost hates eating at restaurants. It’s the the waiters can’t even see him!

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    • Why don’t some of the people that follow this thread also post their ideas over at the PvZCC wiki? It needs a bit more activity and adding new sets and cards there will be more than welcome.

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    • For starters, i already put some to my userpage. Then, my set would be updated in PvZCC once everything is done.

      Also, a new card, technically not new, but whatever.

      Dragon Tree (Revamped) (Based on Dragon Tree)

      • Set - Rarity : Legacy - Legendary
      • Class : PvZH Mega-Grow IconMega-Grow
      • Stats : 6SunPvZH-cost 3StrengthPvZH/5HeartPvZH
      • Tribe : Animal Tree Plant
      • Trait : DoubleStrikeAltDouble Strike, Team-Up
      • Ability : All Plants here and next door gets UntrickableAltBigUntrickable.
        • Plant Evolution : For the rest of the game, all your cards gets +1StrengthPvZH/+1HeartPvZH.

      So this is the legendary Dragon Tree. The trees feared by zombies.

      Changes

      • Health change: 4HeartPvZH → 5HeartPvZH
      • Evolution Ability Changed: Legendary Evolution : For the rest of the game, all your cards gets +1StrengthPvZH/+1HeartPvZH.Plant Evolution : For the rest of the game, all your cards gets +1StrengthPvZH/+1HeartPvZH.
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    • A 6-cost 8/5 with an ability? Yeah, no. Revert it back to its original stats, and it will be great.

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    • Also, tree evolution makes this thing useless. The only tree in it's own tribe is Torchwood, which only works in a Pea deck. I prefer the original version of Dragon Tree.

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    • It's 4/5...

      I'd remove the normal ability; the Tree Evolution seems okay since there are almost no Trees anyway.

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    • Gking10 wrote: A 6-cost 8/5 with an ability? Yeah, no. Revert it back to its original stats, and it will be great.

      Also, tree evolution makes this thing useless. The only tree in it's own tribe is Torchwood, which only works in a Pea deck. I prefer the original version of Dragon Tree.

      YanmaYammer12 asks for the buff, and now you hated the buff. Seriously? I can't believe someone could asks for a buff, then someone asks for a nerf.

      I just made it into a Plant Evolution already.

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    • We all have contradicting opinions. I say make it 5/5.

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    • You know what? I'll just make a poll.

      Buff or Nerf Dragon Tree?
       
      0
       
      0
       
      6
       

      The poll was created at 02:40 on June 6, 2018, and so far 6 people voted.
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    • Name: Bramble Biker

      Class: Smarty

      Tribes: Stem Berry Plant

      Cost: 3

      Stats: 2/2

      Trait: Untrickable

      Abilities: Your Hero can't be hurt by Quickdraw Con Man's ability. When the Zombie Hero draws a card, that card gets -1 Strength.

      Set - Rarity: Fandom - Rare

      She and her bike are one and the same. It'd be an exaggeration for any other biker, but not for her.

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    • CWJ-D wrote:
      Name: Bramble Biker

      Class: Smarty

      Tribes: Stem Berry Plant

      Cost: 3

      Stats: 2/2

      Trait: Untrickable

      Abilities: Your Hero can't be hurt by Quickdraw Con Man's ability. When the Zombie Hero draws a card, that card gets -1 Strength.

      Set - Rarity: Fandom - Rare

      She and her bike are one and the same. It'd be an exaggeration for any other biker, but not for her.

      Just curious, was the "original" concept the first ability or the second? It feels like the original purpose was to hardcounter QCM but then you needed something to make it non-niche so you threw in the second.

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    • DatDramaPlant wrote:
      CWJ-D wrote:
      Name: Bramble Biker

      Class: Smarty

      Tribes: Stem Berry Plant

      Cost: 3

      Stats: 2/2

      Trait: Untrickable

      Abilities: Your Hero can't be hurt by Quickdraw Con Man's ability. When the Zombie Hero draws a card, that card gets -1 Strength.

      Set - Rarity: Fandom - Rare

      She and her bike are one and the same. It'd be an exaggeration for any other biker, but not for her.

      Just curious, was the "original" concept the first ability or the second? It feels like the original purpose was to hardcounter QCM but then you needed something to make it non-niche so you threw in the second.

      Both abilities were made at the same time, and I arranged the sentences like that because it seemed more natural to me. The second ability is the main, and the first is only gravy since the character BB is based on is on the intelligent side (meaning not even QCM would bamboozle her).

      "What kind of logic is that"

      Don't expect to get a logical explanation out of me. My primary class is Crazy, not Brainy.

      "Anyway, how's it like to nerf a powerful zombie you can use"

      Nothing. Now I can give QCM Amphibious!

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    • Hmmm, haven't been making any card ideas for some time now.

      The Pea Team

      • Tribe: Pea Plant
      • Rarity: Rare
      • Class: PvZH Mega-Grow IconMega-Grow
      • Sun cost and stats: 3SunPvZH-cost, 1StrengthPvZH/3HeartPvZH
      • Traits: None
      • Abilities: When a Pea is played, that Pea gets DoubleStrikeAltDouble Strike, and this gets +1StrengthPvZH +1HeartPvZH.

      All for one, one for all!

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    • Jersey Devil

      PvZH Smarty IconSmarty

      Cursed Legendary

      Monster Fruit Plant

      Amphibious, Stunning, Disabling

      6-cost 2/5

      When Played: Stun(This zombie has 0 attack this turn.) and Disable all zombies.

      When this hurts a zombie with 0 strength: Destroy it.

      A demon born out of hemlock, even worse than the Carolina Reaper.

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    • Kills anything it hurts? Perfect. Smarty needs some instant-removal.

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    • Chaotic Chimera

      Class: I also don't know what to give this. Beastly would allow it synergize more easily with goat, Brainy could work because Kitchen Sink, and Crazy would fit the RNG...

      Cursed Legendary

      Monster Goat Pet Zombie (Goat is a tribe now, because I cannot find a good way to work Goat into this cards name.

      4-cost 3/3

      When played: This gains 3 random traits with a level of 2.

      *Various Animal Noises*

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    • No cards except for Signature Superpowers have more than two Tribes, so just make it a Monster Goat. I would make it Beastly. It would probably be better as a 3/4, but great otherwise.

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    • My set introduces duel class cards. The main class determines where the card will appear in collection, and what packs it will be found in. It's mainly for plants that share aspects of 2 classes, like Moon Bean and Killer Whale.

      To prevent having to make an extra legendary for each class due to have 2 legendries in the beastly class, I'll think I'll have Chimera be a Crazy/Beastly card.

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    • Dual class cards are strongly discouraged because it throws off the whole balance of the game, and it makes the whole aspect of "only this hero has this card and this other card" disappear. It's not recommended, ever.

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    • Maybe it meant for two classes are the card can be used by two different classes, like Chimera for example, maybe it can be used by either Beastly or Crazy heroes? But still though, it seems unfair.

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    • Basically, Chimera can be used by Beastly heroes or Crazy Heroes. It's main class is crazy, so it is found in Professor Brainstorm packs, but not in Smash packs. I think it wouldn't be that bad, because duel class cards would share aspects of both classes and because of them being duel classed, they would be easy to remember because of how different they are.

      Also, the only reason I made them is because there are preexisting cards that would fit my new classes, but just moving them to the new class would be even worse.

      Joke Edit: And also because Graverobber only being viable with Impfinity triggers me.

      Edit: The only card I moved is Smashing Pumpkin to my new class, because the Lunar Class's main synergy is pumpkins. It has been replaced with Pepper MD to introduce healing-related cards to the player.

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    • Some more changes for old cards in my set.

      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

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    • Good.

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    • Undo the latest zombie nerfs (except for Disco-naut} and make Valk a gravestone. It sounds like a buff, but it's a big nerf. No more teleporting or fusion.

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    • LordHelix990 wrote:
      No cards except for Signature Superpowers have more than two Tribes

      Bad Helix! That's NOT the spirit of a rebel who adds zombie traits onto plants!

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    • IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.



      Name: Extinction Event (Revamped)

      Class: Beastly

      Tribe: History Trick

      Cost: 2

      Abilities: A Plant gets -2/-2. All other Plants in the same tribe get -1/-1.

      (For example, playing it on a Typical Beanscum will give all other bean plants and leafy plants -1/-1. However, this does not stack, so leaft bean plants do not get -2/-2.)

      Set - Rarity: Colossal - Super-Rare

      Sometimes the evolutionary tree withers at the root.

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    • Extinction Event is currently fine because a 2-cost -2/-2 is already very good. The buff you gave it makes it overpowered.

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    • DatDramaPlant wrote:
      Extinction Event is currently fine because a 2-cost -2/-2 is already very good. The buff you gave it makes it overpowered.

      A 2-brain -2/-2 is good, but doesn't look super-rare worthy to me. Sure, it gives other plants -2/-2, but it's kinda situational.

      Maybe make it cost 3?

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    • CWJ-D wrote:
      DatDramaPlant wrote:
      Extinction Event is currently fine because a 2-cost -2/-2 is already very good. The buff you gave it makes it overpowered.
      A 2-brain -2/-2 is good, but doesn't look super-rare worthy to me. Sure, it gives other plants -2/-2, but it's kinda situational.

      Maybe make it cost 3?

      Not every super-rare has to have a wowing ability. A 2-cost -2/-2 provides wonderful utility in any deck that involves removal and the extra ability is situational but just a bonus.
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    • Thought I could change up some pre-existing cards as well.



      Cell Phone Zombie now Conjures any Zombie and is now Rare

      Laser Cattail now gets +2/+2 instead of +1/+1

      Typical Beanstalk now activates its ability when played near any Plant

      Bamboozle is now a 5/4 and costs 4 Sun

      Buckethead Zombie is now a 3/5

      Torchwood now has 2 health but gives Peas behind it +3 Strength



      Please don't kill me.

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    • PixeLyokoigawa wrote:
      Thought I could change up some pre-existing cards as well.


      Cell Phone Zombie now Conjures any Zombie and is now Rare

      Laser Cattail now gets +2/+2 instead of +1/+1

      Typical Beanstalk now activates its ability when played near any Plant

      Bamboozle is now a 5/4 and costs 4 Sun

      Buckethead Zombie is now a 3/5

      Torchwood now has 2 health but gives Peas behind it +3 Strength


      Please don't kill me.

      CPZ: Hmm. I would like it more if it were back to being Common, but it's okay for me.

      Laser Cattail: Yes please.

      Typical Beanstalk: Yes please.

      Bamboozle: Sure.

      Buckethead: Hmm.

      Torchwood: Eh.

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    • DatDramaPlant wrote:
      CWJ-D wrote:
      DatDramaPlant wrote:
      Extinction Event is currently fine because a 2-cost -2/-2 is already very good. The buff you gave it makes it overpowered.
      A 2-brain -2/-2 is good, but doesn't look super-rare worthy to me. Sure, it gives other plants -2/-2, but it's kinda situational.

      Maybe make it cost 3?

      Not every super-rare has to have a wowing ability.

      "So you are implying EA is being greedy and 'promoting' Rare cards to Super-Rare"

      That's not what he meant. Anyway, 3 sun?

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    • CWJ-D wrote:
      DatDramaPlant wrote:
      CWJ-D wrote:
      DatDramaPlant wrote:
      Extinction Event is currently fine because a 2-cost -2/-2 is already very good. The buff you gave it makes it overpowered.
      A 2-brain -2/-2 is good, but doesn't look super-rare worthy to me. Sure, it gives other plants -2/-2, but it's kinda situational.

      Maybe make it cost 3?

      Not every super-rare has to have a wowing ability.
      "So you are implying EA is being greedy and 'promoting' Rare cards to Super-Rare"

      That's not what he meant. Anyway, 3 sun?

      >sun for a zombie card

      If you were to follow through with the change then yes 3-cost would be acceptable.

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    • PixeLyokoigawa wrote:
      Thought I could change up some pre-existing cards as well.


      Cell Phone Zombie now Conjures any Zombie and is now Rare

      Laser Cattail now gets +2/+2 instead of +1/+1

      Typical Beanstalk now activates its ability when played near any Plant

      Bamboozle is now a 5/4 and costs 4 Sun

      Buckethead Zombie is now a 3/5

      Torchwood now has 2 health but gives Peas behind it +3 Strength



      Please don't kill me.

      Conjuring any Zombie is actually worse than drawing a card, so... no.

      Laser Cattail I honestly can't judge.

      Typical Beanstalk is ehh, still doesn't make it good though

      Bamboozle definitely needs this change

      Buckethead... ehh.

      Torchwood is ok.

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    • DatDramaPlant wrote:
      CWJ-D wrote:
      DatDramaPlant wrote:
      CWJ-D wrote:
      DatDramaPlant wrote:
      Extinction Event is currently fine because a 2-cost -2/-2 is already very good. The buff you gave it makes it overpowered.
      A 2-brain -2/-2 is good, but doesn't look super-rare worthy to me. Sure, it gives other plants -2/-2, but it's kinda situational.

      Maybe make it cost 3?

      Not every super-rare has to have a wowing ability.
      "So you are implying EA is being greedy and 'promoting' Rare cards to Super-Rare"That's not what he meant. Anyway, 3 sun?
      >sun for a zombie card

      That's exactly what I mean! *Stutters*


      Name: Mindbroken Zombie (Implied Plantsona 5 spoilers, but who cares?)

      Class: Crazy

      Tribe: Monster Zombie

      Cost: 2

      Stats: 3/2

      Trait: Frenzy

      Ability: When a Zombie is Hypnotized, do 1 damage to the Plant Hero.

      Set - Rarity: Fandom - Uncommon

      This guy was originally a normal Zombie...until he got attacked. Now, all he does is mutter random things about pancakes.

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    • CWJ-D wrote:
      IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.

      Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.
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    • CWJ-D wrote:
      LordHelix990 wrote:
      No cards except for Signature Superpowers have more than two Tribes
      Bad Helix! That's NOT the spirit of a rebel who adds zombie traits onto plants!

      I mean, I made Wyvern Rider have four traits(Amphibious, Hunt, Team-Up, Frenzy), does that make up for it?

        Loading editor
    • Wait, a minute! I have a justification for my duel class cards. They already exist... And I'm not talking about Super Powers...

      Hothead made by Tater Toss and Octo-Pet made by Octo-Pult... They aren't Superpower Plants/Zombies... They can be conjured by Starch Lord and Cosmic Yeti...

      But they're tokens, so my opinion doesn't even matter.

        Loading editor
    • LordHelix990 wrote: I mean, I made Wyvern Rider have four traits(Amphibious, Hunt, Team-Up, Frenzy), does that make up for it?

      No, because Kitchen Sink Zombie did it better.

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    • Gking10 wrote:

      LordHelix990 wrote: I mean, I made Wyvern Rider have four traits(Amphibious, Hunt, Team-Up, Frenzy), does that make up for it?

      No, because Kitchen Sink Zombie did it better.

      o

      ok den

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    • IAmPlayer wrote: Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.

      Deep Sea Garg isn't even used mostly... Prop because it's too slow.

      Cell Phone Zombie's buff is kind of a nerf. Drawing a card allows you to get a card fitting with your strategy, while conjuring a zombie can give you something with no synergy.

      Orchestra Zombie's buff is good.

      Ra Zombie's buff sends the opponent into turn 3! Pretty cool, pretty strong, 6 is kind of slow, but it can have its cost decreased with Flag Zombie and stuff.

      Ice Pirate's buff is bad. Freezing something costs 1, and a 3/1 zombie costs 2. So now, you have 2 cards that all together cost 3 mixed together in 1 card. It either needs a stat decrease, or give it back its limitation.

        Loading editor
    • Mints!



      Reinforce-Mint

      Leafy Mint Plant

      Class: Guardian

      3-cost 0/2

      Anarchic—Super-Rare

      Team-Up

      All Guardian Plants have Armored 1.



      Ali-Mint

      Leafy Mint Plant

      Class: Kabloom

      3-cost 2/1

      Anarchic—Super-Rare

      Team-Up

      All Kabloom Plants Poison anything they hurt.



      Arma-Mint

      Leafy Mint Plant

      Class: Mega-Grow

      3-cost 2/3

      Anarchic—Super-Rare

      Team-Up

      All Mega-Grow Plants have Double Strike.



      Fila-Mint

      Leafy Mint Plant

      Class: Smarty

      3-cost 2/2

      Anarchic—Super-Rare

      Team-Up

      All Smarty Plants have Splash Damage 2.



      Spear-Mint

      Leafy Mint Plant

      Class: Solar

      3-cost 3/1

      Anarchic—Super-Rare

      Team-Up

      All Solar Plants have Strikethrough.



      I need some flavor text for these guys.

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    • IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.
      Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.

      The second one is not a buff. It's generally agreed in the communityt hat Conjuring is inferior to drawing a card from your deck, which is especially true if you're conjuring something as vague as "a zombie".

      The Ra Zombie buff is a) not enough to make it even good and b) kinda ruins the point of it being a joke card. (Seriously, the credits imply it's there as a joke, kinda like the Clock tribe)

      Ice Pirate basically outclasses Frosty Mustache with this buff. A single mustache is unlikely to be better than a 3/1, unless you're running a mustache deck.

        Loading editor
    • Oh my god, I never even knew the Ra Zombie joke was in the credits until now!

        Loading editor
    • Really though? I never knew that.

        Loading editor
    • I thought it was like the community made it a joke, and Popcap decided to capitalize on it and find an excuse to be lazy and not buff a card.

      Now Clock tribe on the other hand...

        Loading editor
    • Sorcerose Apprentice

      PvZH Smarty IconSmarty

      Cursed Super-Rare

      Flower Plant

      3-cost 2/4

      End of turn: Turn a random zombie into a 1/1 goat.

      Once found a portrait that looked like a pile of ash.

        Loading editor
    • LordHelix990
      LordHelix990 removed this reply because:
      DELET DIS
      02:22, June 8, 2018
      This reply has been removed
    • It's not a legendary though... It's a super-rare.

        Loading editor
    • o

        Loading editor
    • I kinda thought of Dragon Tree, and I decided to swap the normal ability and the Evolution ability. So now...

      • Dragon Tree : Ability change: When played : For the rest of the game, all cards gets +1StrengthPvZH/+1HeartPvZH.
        • Plant Evolution change: Other plants here and next door gets UntrickableAltBigUntrickable.

      How about that?

        Loading editor
    • I have no idea how to feel about this.

        Loading editor
    • Ok NOW I know how to buff CPZ



      Cell Phone Zombie now costs 1 Brain.

      (Eehh? EEEEHHHHH?)

      Also a card:



      Blades of Grass (Kabloom) (Leafy Trick) (2 Sun)

      A Plant gets +3 Strength.

      Legend - Uncommon

      I wish I could eat blades of grass.

        Loading editor
    • IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.
      Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.

      It's easy. Just change her current description slightly: She's always bringing out the best in everyone, even herself.

      DSG: No. He's already super expensive, and there's no reason to make a slow zombie slower.

      CPZ: I think it's the randomness that people find it inferior to simply drawing a card. I find it fine, though.

      OC: *Nods*

      RZ: Any buff for Na(h) Zombie is good. Now make it cost less.

      IP: Did you know each class has a galactic - uncommon card that has an ability related to environments? Ice Pirate is one, so changing the ability like what you suggested would be impossible. This is also why we can't nerf Vegetation Mutation's ability or make it rarer.

        Loading editor
    • CWJ-D wrote:
      IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.
      Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.
      It's easy. Just change her current description slightly: She's always bringing out the best in everyone, even herself.

      DSG: No. He's already super expensive, and there's no reason to make a slow zombie slower.

      CPZ: I think it's the randomness that people find it inferior to simply drawing a card. I find it fine, though.

      OC: *Nods*

      RZ: Any buff for Na(h) Zombie is good. Now make it cost less.

      IP: Did you know each class has a galactic - uncommon card that has an ability related to environments? Ice Pirate is one, so changing the ability like what you suggested would be impossible. This is also why we can't nerf Vegetation Mutation's ability or make it rarer.

      Grow-Shroom : Heh, alright.

      Deep Sea Garg : Okay. So, maybe a strength nerf, to like 5?

      Cell Phone Z : DatDrama says that conjuring "a Zombie" is vague, so maybe, "Conjure a Zombie with 2 brains or more", just like Primal Wall-nut?

      I don't need to say anything for Orchestra Conductor. That change is needed.

      Ra Zombie : I don't think making it costs less is needed, especially if the amount of sun taken is upgraded. Because Ra Zombie taking 3 suns that turn on Turn 6 basically reverts the Plant Hero back to Turn 3.

      Ice Pirate : So, the change is not needed? Alright then. How about stat boosts?

        Loading editor
    • IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.
      Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.
      It's easy. Just change her current description slightly: She's always bringing out the best in everyone, even herself.

      DSG: No. He's already super expensive, and there's no reason to make a slow zombie slower.

      CPZ: I think it's the randomness that people find it inferior to simply drawing a card. I find it fine, though.

      OC: *Nods*

      RZ: Any buff for Na(h) Zombie is good. Now make it cost less.

      IP: Did you know each class has a galactic - uncommon card that has an ability related to environments? Ice Pirate is one, so changing the ability like what you suggested would be impossible. This is also why we can't nerf Vegetation Mutation's ability or make it rarer.

      Grow-Shroom : Heh, alright.

      Deep Sea Garg : Okay. So, maybe a strength nerf, to like 5?

      Cell Phone Z : DatDrama says that conjuring "a Zombie" is vague, so maybe, "Conjure a Zombie with 2 brains or more", just like Primal Wall-nut?

      I don't need to say anything for Orchestra Conductor. That change is needed.

      Ra Zombie : I don't think making it costs less is needed, especially if the amount of sun taken is upgraded. Because Ra Zombie taking 3 suns that turn on Turn 6 basically reverts the Plant Hero back to Turn 3.

      Ice Pirate : So, the change is not needed? Alright then. How about stat boosts?

      Do you think a 7/7 zombie on the aquatic lane is too strong, even for his expensive cost of 6? (Literally asking) If a stat nerf happens to DSG, he should gain an ability to compensate, like giving all Amphibious zombies +1/+1, and even then, 5 strength is overkill.

      I think it's "vague" as in "too random." At this point, I have no idea which buff would be best for Scum Phone Zombie.

        Loading editor
    • CWJ-D wrote:
      IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      CWJ-D wrote:
      IAmPlayer wrote:
      Some more changes for old cards in my set.
      • Loco Coco: Stats change: 3StrengthPvZH/4HeartPvZH → 4StrengthPvZH/5HeartPvZH
      • Grow-Shroom:  Ability change: Another Plant gets +2StrengthPvZH/+2HeartPvZH. → A Plant gets +2StrengthPvZH/+2HeartPvZH.

      I have no idea on what is currently Overpowered or Underpowered. Please tell me, so maybe i'll add more.

      Sure. Buffing Loco Coco is welcome (I don't think he's the worst, but he does lack in terms of stats). I don't mind the Grow-Shroom buff, but she will need a slight change in her description.
      Yeah, I can't make a good description for Grow-Shroom.

      More changes, i guess.

      • Deep Sea Gargantuar : Cost change: 6BrainPvZH → 7BrainPvZH.
      • Cell Phone Zombie : Ability change: When played: Draw a card. → When played: Conjure a Zombie.
      • Orchestra Conductor : Health change: 2HeartPvZH → 4HeartPvZH
      • Ra Zombie : Ability change: When played: The Plant Hero loses 2SunPvZH. → When played: The Plant Hero loses 3SunPvZH.
      • Ice Pirate : Ability change: When revealed in an Environment: PvZH Frozen IconFreeze a Plant. → When revealed: PvZH Frozen IconFreeze a Plant.
      It's easy. Just change her current description slightly: She's always bringing out the best in everyone, even herself.

      DSG: No. He's already super expensive, and there's no reason to make a slow zombie slower.

      CPZ: I think it's the randomness that people find it inferior to simply drawing a card. I find it fine, though.

      OC: *Nods*

      RZ: Any buff for Na(h) Zombie is good. Now make it cost less.

      IP: Did you know each class has a galactic - uncommon card that has an ability related to environments? Ice Pirate is one, so changing the ability like what you suggested would be impossible. This is also why we can't nerf Vegetation Mutation's ability or make it rarer.

      Grow-Shroom : Heh, alright.

      Deep Sea Garg : Okay. So, maybe a strength nerf, to like 5?

      Cell Phone Z : DatDrama says that conjuring "a Zombie" is vague, so maybe, "Conjure a Zombie with 2 brains or more", just like Primal Wall-nut?

      I don't need to say anything for Orchestra Conductor. That change is needed.

      Ra Zombie : I don't think making it costs less is needed, especially if the amount of sun taken is upgraded. Because Ra Zombie taking 3 suns that turn on Turn 6 basically reverts the Plant Hero back to Turn 3.

      Ice Pirate : So, the change is not needed? Alright then. How about stat boosts?

      Do you think a 7/7 zombie on the aquatic lane is too strong, even for his expensive cost of 6? (Literally asking) If a stat nerf happens to DSG, he should gain an ability to compensate, like giving all Amphibious zombies +1/+1, and even then, 5 strength is overkill.

      I think it's "vague" as in "too random." At this point, I have no idea which buff would be best for Scum Phone Zombie.

      Ye