Effect: When Played: Decrease a zombie's strength by...3?
Set - Rarity: Premium - Event
Card Description:"Sap puddles everywhere!"
(Speed does not exist here, and I feel like it should be decreasing strength instead since he doesn't normally do damage.)
I had the idea that Plants and Zombies get stuck in this lane and can't move because its sap is sticky. I really want this against Anti-Hero + Smokebomb and Arm Wrestler and Sumo.
Adagio and Espie wrote: Magnet-ShroomClass: Guardian
Tribe: Mushroom trick
Stats: 6
Ability: Remove the [[File:|20px|link=]]Armored trait from a zombie.
Very attractive. (Could use a better description)
It's effect seems to fit it well but only works if you're against Hearty Zombies. Also it's price could be 1 because of this. Maybe a different effect, which I thought of, could remove the gained Health of a Zombie or all Zombies.
Ability: When a plant with Bullseye hurts the Zombie Hero, it gets + 1
.
That would be a great Plant to have because the current Bullseye Plants are kinda weak and there aren't any high damage Bullseye Plants while Zombies do.
-When there's a Shadow Plant here and next door (not other Moonflowers), gives it +1 2 until destroyed.
Does not understand why does Apple Mortar like studying so much.
==================================
Nightshade
Shadow Plant
Class: Mega Grow
2 2 2
Abilities: After combat here, do a bonus attack.
"Well, Dusk was happy when she got her birthday presents, until she saw my present. It was empty." Shade said.
==================================
Dusk Lobber
Splash Damage 2
Shadow Plant
Class: Kabloom
6 4 2
She is a cousin of Blooming Heart, a good sister of Shade, Moonflower's close friend. But, no one knows her big secret. It's in her dairy. It was "I can't believe that eggs are so good!"
==================================
Shadow-shroom
Shadow Plant Trick
Class: Smarty
2
Abilities: Deal 2 damage to the Zombie Hero or any zombie every turn.
Under the shadow is a good place, where mushrooms live.
AngryBirds'sSuperFan wrote:
Shadow Plants from Modern Day
Moonflower
Shadow Plant
Team-Up
Class: Solar
3
3
Abilities: -Give 1 every turn
-When there's a Shadow Plant here and next door (not other Moonflowers), gives it +1 2 until destroyed.
Does not understand why does Apple Mortar like studying so much.
==================================
Nightshade
Shadow Plant
Class: Mega Grow
2 2 2
Abilities: After combat here, do a bonus attack.
"Well, Dusk was happy when she got her birthday presents, until she saw my present. It was empty." Shade said.
==================================
Dusk Lobber
Splash Damage 2
Shadow Plant
Class: Kabloom
6 4 2
She is a cousin of Blooming Heart, a good sister of Shade, Moonflower's close friend. But, no one knows her big secret. It's in her dairy. It was "I can't believe that eggs are so good!"
==================================
Shadow-shroom
Shadow Plant Trick
Class: Smarty
2
Abilities: Deal 2 damage to the Zombie Hero or any zombie every turn.
Under the shadow is a good place, where mushrooms live.
==================================
Grimrose
Shadow Plant Trick
Class: Smarty
4
Abilities: Destroy any zombie that has 5 or less.
Likes dragging zombies very much.
Nightshade is literally a cheaper Repeater. The synergy with Moonflower doesn't help either.
Dusklobber should cost 5, as the splash damage is nerfed
Shadowshroom is just OP. You can kill the hero too easily with it.
Armored 1. When played, heal all zombies next door by 3.
Set - Rarity: Premium - Rare
Loves trumpets.
You asked me to give you a link to the thread for non-cannon ideas yet you still post these here. Unless there's an elephant rider I don't know of or this is supose to be based of the tuskmaster 10.000 BC, then I'm wrong.
Armored 1. When played, heal all zombies next door by 3.
Set - Rarity: Premium - Rare
Loves trumpets.
You asked me to give you a link to the thread for non-cannon ideas yet you still post these here. Unless there's an elephant rider I don't know of or this is supose to be based of the tuskmaster 10.000 BC, then I'm wrong.
If you want the link, I posted it here already.
I read the link and think I get your point. But I still see others putting non-cannon ideas though.
Probably Solar. The assumption here is that you don't run it while cards like Water Balloons or Scorch are still in effect, since that would increase stats (unless the opponent rebuffed them) and if I'm hearing correctly, this also means to heal all Teammates to full health, which is the base.
Probably not going to be run in Chompzilla decks if used.
Effect: Anti-Hero 2, Do damage equal to Fire Gourd's Strength here when a Zombie enters this lane.
Rarity: Premium - Rare
Heavenly Peach
Class: Solar
Tribe: Fruit Plant
Cost: 3
Stats: 1
Effect: Team-Up, End of Turn: Heal Plants next door and your Hero for 3.
Rarity: Premium - Uncommon
Bamboo Shoot
Class: Guardian
Tribe: Tree Plant
Cost: 4
Stats: 2 , 2
Effect: Team-Up, When a Zombie enters this lane, do 2 damage to that Zombie.
Rarity: Premium - Rare
Oak Archer
Class: Guardian
Tribe: Tree Plant
Cost: 5
Stats: 3 , 5
Effect: Bullseye
Rarity: Premium - Rare
Freeze Mushroom
Class: Smarty
Tribe: Mushroom Plant
Cost: 2
Stats: 1 , 2
Effect: When this hurts a Zombie, Freeze that Zombie. Next turn onwards: When this hurts a Zombie, Freeze that Zombie and a random Zombie next door instead. (for a lack of better describing it.)
Rarity: Premium - Rare
Flame Mushroom
Class: Kabloom
Tribe: Mushroom Plant
Cost: 2
Stats: 1 , 2
Effect: Start of turn: this gets +3 .
Rarity: Premium - Uncommon
Vigorous Broccoli
Class: Smarty
Tribe: Leafy Plant
Cost: 4
Stats: 0 , 4
Effect: Team-Up, End of turn: Bounce a Zombie here. Do 2 damage to the Zombie Hero.
Rarity: Premium - Rare
Pomegranate Machine Gun
Class: Smarty
Tribe: Fruit Plant
Cost: 4
Stats: 2 , 2
Effect: Attacks here and next door.
Rarity: Premium - Uncommon
Acid Lemon
Class: Kabloom
Tribe: Fruit Plant
Cost: 3
Stats: 3 , 3
Effect: Ignores Zombies' damage reducing traits. (like shielded and armored)
Rarity: Premium - Rare
Lord Bamboo
Class: Kabloom
Tribe: Tree Plant
Cost: 3
Stats:0 , 1
Effect: When destroyed: Do 2 damage to a Zombie here and to two random Zombies or Zombie Hero.
Rarity: Premium - Event
Small Lotus
Class: Smarty
Tribe: Flower Plant
Cost: 4
Stats:2 , 3
Effect: Amphibious, When played on Water: This gains Splash Damage 2.
Rarity: Premium - Rare
Rafflesia
Class: Smarty
Tribe: Flower Plant
Cost: 4
Stats:4 , 1
Effect: Attacks the Zombie with highest Strength.
Rarity: Premium - Rare
Whirlwind Acorn
Class: Guardian
Tribe: Nut Plant
Cost: 4
Stats:2 , 2
Effect: When Played: Destroy a Gravestone.
Rarity: Premium - Super Rare
Chestnut Hideout
Class: Guardian
Tribe: Nut Plant
Cost: 4
Stats:0 , 3
Effect: Start of Zombie Tricks: Make a 1 3 Small Chestnut Team with Team-Up here.
Rarity: Premium - Rare
Small Chestnut Team
Class: Guardian
Tribe: Nut Plant
Cost: 1
Stats:1 , 3
Effect: Team-Up
Rarity: Common
Bamboo Brother
Class: Guardian
Tribe: Tree Plant
Cost: 3
Stats:0 , 8
Effect: Team-Up, When Played: This plant can't be hurt this turn.
Rarity: Premium - Event
Rose Swordsman
Class: Kabloom
Tribe: Flower Plant
Cost: 4
Stats:3 , 4
Effect: Double this strength, when its health becomes half or less.
Rarity: Premium - Event
Magic Mushroom
Class: Kabloom
Tribe: Mushroom Trick
Cost: 3
Stats:
Effect: Make a 4 / 1 Illusion-Shroom with Team-Up in a random lane that says "This says it's a Puff-Shroom for your opponent." Make two 1 / 1 Puff-Shrooms with Team-Up in random lanes.
Rarity: Premium - Event
Illusion-Shroom
Class: Kabloom
Tribe: Mushroom Plant
Cost: 2
Stats:4 , 1
Effect: Team-Up, This says it's a Puff-Shroom for your opponent. End of turn: Tranform this into a 1 1 Puff-Shroom with Team-Up.
Rarity: Common
Loquat
Class: Kabloom
Tribe: Fruit Plant
Cost: 4
Stats:0 , 3
Effect: Start of turn: Move a random Zombie to here and randoms Zombies to next door. Do 1 damage to those Zombies.
Rarity: Premium - Rare
Asparagus
Class: Smarty
Tribe: Leafy Plant
Cost: 2
Stats:4 , 1
Effect: Attacks a random Zombie here or next door.
Rarity: Premium - Uncommon
Saucer
Class: Smarty
Tribe: Squash Trick
Cost: 2
Stats:
Effect: Remove a Zombie. It is played again at the start of next turn.
Rarity: Premium - Uncommon
Horsebean
Class: Mega-Grow
Tribe: Bean Pea Plant
Cost: 5
Stats:4 , 4
Effect: After Combat here, this moves to a random lane.
Rarity: Premium - Rare
Groundcherry
Class: Kabloom
Tribe: Flower Berry Trick
Cost: 2
Stats:
Effect: Reveal a Gravestone Zombie. Then do 3 damage to that Zombie.
Rarity: Premium - Rare
Anthurium
Class: Mega-Grow
Tribe: Flower Plant
Cost: 5
Stats:3 , 3
Effect: When Played: Remove Plants' Strength nerfs. Then this gains +1 / +1for each Strength other Plants gain.
Rarity: Premium - Rare
Rotating Pineapple
Class: Mega-Grow
Tribe: Fruit Plant
Cost: 2
Stats:0 , 6
Effect: Team-Up, Your Hero can't be hurt by damage done by Tricks
Rarity: Premium - Uncommon
Mischief Radish
Class: Kabloom
Tribe: Root Plant
Cost: 5
Stats:3 , 2
Effect: When this does damage, damage another Zombie or Zombie Hero for a random amount of damage less.
Rarity: Premium - Event
Pumpkin Witch
Class: Smarty
Tribe: Squash Plant
Cost: 4
Stats:0 , 5
Effect: End of turn: Transform a random Zombie into a 0 / 1 Pumpkin-Head Zombie that says "End of turn: Do 1 damage to another Zombie.".
Rarity: Premium - Event
Pumpkin-Head Zombie
Class: Crazy
Tribe: Professional Zombie
Cost: 1
Stats:0 , 1
Effect: End of turn: Do 1 damage to another Zombie. When destroyed: make a 1 / 1 Zombie here.
Rarity: Common
Sunflower Singer
Class: Solar
Tribe: Flower Plant
Cost: 4
Stats:0 , 1
Effect: When Played: All Plants get +1 / +1 . Start of turn: You get +1 this turn.
Rarity: Premium - Event
Snow Cotton
Class: Smarty
Tribe: Flower Plant
Cost: 3
Stats:0 , 1
Effect: When hurt: Make a 3 / 1 Cotton Snowman next door that says "When played: Do 1 damage to random Zombies. Then freeze those Zombies."
Rarity: Premium - Event
Cotton Snowman
Class: Smarty
Tribe: Flower Root Plant
Cost: 5
Stats:3 , 1
Effect: When played: Do 1 damage to random Zombies. Then freeze those Zombies.
Rarity: Common
Agave
Class: Kabloom
Tribe: Leafy Plant,
Cost: 5
Stats:4 , 3
Effect: Anti-Hero 3, This does double damage to Armored Zombies.
Rarity: Premium - Event
Jackfruit
Class: Guardian
Tribe: Fruit Plant
Cost: 2
Stats:0 , 1
Effect: This blocks a Gravestone Zombie from revealing. When destroyed: Make a 6 Wall-nut with Team-Up here.
Rarity: Premium - Uncommon
Kiwifruit
Class: Mega-Grow
Tribe: Animal Fruit Plant
Cost: 6
Stats:3 , 3
Effect: Fruits do a bonus attack after combat.
Rarity: Premium - Event
Pretty Little Plum
Class: Smarty
Tribe: Flower Berry Plant
Cost: 3
Stats:2 , 1
Effect: Splash damage 2.
Rarity: Premium - Event
Pitaya
Class: Smarty
Tribe: Cactus Fruit Plant
Cost: 5
Stats:2 , 3
Effect: Splash damage 2
Rarity: Premium - Event
Angel Starfruit
Class: Kabloom
Tribe: Fruit Plant
Cost: 1
Stats:2 , 1
Effect: Team-Up, Attacks a random Zombie each turn.
Rarity: Premium - Event
Bonksia (Match Flower Boxer)
Class: Mega-Grow
Tribe: Flower Plant
Cost: 5
Stats:3 , 5
Effect: Team-Up, Peas behind this get +2 . This gets +1 when this does damage.
Rarity: Premium - Rare
Flame Flower Queen
Class: Solar
Tribe: Flower Plant
Cost: 3
Stats:2 , 3
Effect: Strikethrough, this gets +1 / +1 when a Zombie exits this lane.
Rarity: Premium - Rare
DJ Morning Glory
Class: Solar
Tribe: Flower Plant
Cost: 4
Stats:2 , 1
Effect: When Played: All Plants get +1 / +1 . If you made atleast 6 this turn, all Plants get +2 / +2 instead.
Card Description:Bashing the plants out of existance, he knows how to protect himself well.
Too UP. You should lower the cost to 5-6
Just increasing the damage to 4 would be more than enough IMO.
The weird thing is it was originally going to have 4 strength, but it might be OP, then I increased the health from 9 to 10 and lowered the strength from 4 to 3.
Effect: When its base Health becomes half or less, this gets +2 / +2 and Frenzy.
Rarity: Premium - Rare
Qigong Master
Class: Sneaky
Tribe: Sports Zombie
Cost: 5
Stats: 2 , 4
Effect: Gravestone, Start of Zombie Tricks: Move a Plant from another lane to here. If there's a Plant here, Bounce that Plant here.
Rarity: Premium - Rare
Gong Zombie
Class: Crazy
Tribe: Mustache Zombie
Cost: 4
Stats: 1 , 5
Effect: When hurt: Make a 6 / 1 Exploding Imp in a random lane.
Rarity: Premium - Uncommon
Nunchaku Zombie
Class: Crazy
Tribe: Sports Zombie
Cost: 5
Stats: 2 , 5
Effect: When hurt: Do 4 damage to the Plant here.
Rarity: Premium - Rare
Rocket Tiger Imp
Class: Crazy
Tribe: Imp Zombie
Cost: 3
Stats: 0 , 1
Effect: End of turn: do 5 damage to the Plant Hero.
Rarity: Premium - Rare
Martial Arts Gargantuar
Class: Beastly
Tribe: Sports Gargantuar Zombie
Cost: 5
Stats: 5 , 5
Effect: Afterlife, When a Plant is played, this Zombie moves there.
Rarity: Premium - Uncommon
Un-petrified Gargantuar
Class: Beastly
Tribe: Sports Gargantuar Zombie
Cost: 5
Stats: 5 , 5
Effect: When a Plant is played, this Zombie moves there.
Rarity: Common
Gunpower Gargantuar
Class: Crazy
Tribe: Gargantuar Zombie
Cost: 6
Stats: 5 , 8
Effect:When Played: Do 2 damage to all Plants and Zombies. When hurt: Add a 0 / 1 Rocket Tiger Imp to your hand that says "End of turn: do 5 damage to the Plant Hero."
Lots of these zombies are powerful yet not too much. Really good, for the most part! Just that Gunpowder Garg might be a bit OP, since it has a chance to deal 5 unavoidable damage. Maybe lower its cost to 6 and have it put the Tiger Imp in your hand?
Scaredy Shroom
Class: Smarty
Tribe: Mushroom Plant
Cost: 1 sun
Stats: 3/3
Ability: If a zombie here has higher attack than this plant, this plant won't attack.
Description: Biggest fan of Night Cap.
When played, each Pea does a bonus attack. After combat here, this does a bonus attack.
Set - Rarity: Premium - Event
His fully automatic, direct-damage style makes him stand out from the crowd.
Both sound like very interesting ideas, but I feel that the Commando pea should just cost 7 due to the fact that it does a bonus attack after combat. Other than that both great ideas
Team-Up. End of turn: Destroy a zombie here. If there is a Moonflower here, its ability changes to, "Team-Up. End of turn: Destroy zombies here and next door.".
Set - Rarity: Premium - Rare
Grimrose and Ghost Pepper hang out every week at Spooks Cafe, and they have a lot to talk about.
Monk choy
Legendary
Guardian
2 sun
3/4
Only attacks if zombie is in the lane.
If a zombie is in its lane it does 2 bouse attacks after attacking.
He waits for the perfect time to strike sometimes tolong.
Sun bean
Legendary
Solar
5 sun
Kill a zombie
Gives +1 sun next turn
he/she can make everyone brighter even zombies
Dessert zombot
Legendary
Hearty
9 brains
7/8
Summons two 1/5 pyramid heads that says "armour 2" costs 4 brains
It's great when you have two backups that can go through the sandy agceint times no problem
Dragon zombot
Legendary
7 brains
7/5
When this Destroy a plant another plant can't be placed in that lane for 1 turn
it was too hard to train a dragon so they made one instead
Dave.rhead wrote:
Monk choy
Legendary
Guardian
2 sun
3/4
Only attacks if zombie is in the lane.
If a zombie is in its lane it does 2 bouse attacks after attacking.
He waits for the perfect time to strike sometimes tolong.
Sun bean
Legendary
Solar
5 sun
Gives +1 sun next turn
he/she can make everyone brighter even zombies
Dessert zombot
Legendary
Hearty
9 brains
7/8
Summons two 1/5 pyramid heads that says "armour 2" costs 4 brains
It's great when you have two backups that can go through the sandy agceint times no problem
Dragon zombot
Legendary
7 brains
7/5
When this Destroy a plant another plant can't be placed in that lane for 1 turn
it was too hard to train a dragon so they made one instead
What's the point in Sun Bean when Sunflower exists at a cheaper cost?
RandomzSunfish23901 wrote:what's the point in sun bean when sun flower exists at a cheaper cost
It kills a zombie and your opponent can't stop you from gaining +1 sun unless they do something so the plant hero can't play a trick when you wanted to use it.the sunflower can be easily killed and can't kill a zombie unless boosted which most opponents would use a trick to kill it.i just realized that it doesn't mention the kill a zombie sorry.
Boulder Trap probably shouldn't be one. I feel like the traps are too neutral for this game.
Honestly wouldn't be much of an issue. A trick is a trick. Thought thinking about it, it seems more fitting as a zombie trick than a plant one.
As far as the trick's effect itself. Boulder Trap is kind of OP for its cost. Remember that Plants play their tricks on the same turn they use their fighters. A plant could use Boulder Trap then place a plant. That power should be more expensive or at least make if only affect one lane.
Effect: Team-Up, When Played: Bounce a Plant here. When Destroyed: Add a random explosive to your hand. (e.g. Berry Blast, Cherry Bomb, Potato Mine, Hot Date)
Boulder Trap probably shouldn't be one. I feel like the traps are too neutral for this game.
As far as the trick's effect itself. Boulder Trap is kind of OP for its cost. Remember that Plants play their tricks on the same turn they use their fighters. A plant could use Boulder Trap then place a plant. That power should be more expensive or at least make if only affect one lane.
Whoops, forgot to add "After usage: this is destroyed"
Card Description:Mom always said I could be anything I wanted to be.
So, it replaces itself in your hand and places itself in your deck? The only thing it can do is make you able to play forever.
I think it would be an interesting concept for a card, but I do see that negative aspect of the card. I was inspired by a friends game where the card was a trick that would allow you each turn it was in play to shuffle one card in your hand for another in your deck.
Card Description:Mom always said I could be anything I wanted to be.
Seems kind of pointless. I mean is there really a point in having a card whose only purpose is to draw one card? Only real purpose I see if exclusively for like a Bananasaurus Rex deck. If it was like draw 2 cards then reshuffle itself, that would make more sense. Then it should probably have like a 3 or 4 sun cost,
Card Description:Mom always said I could be anything I wanted to be.
Seems kind of pointless. I mean is there really a point in having a card whose only purpose is to draw one card? Only real purpose I see if exclusively for like a Bananasaurus Rex deck. If it was like draw 2 cards then reshuffle itself, that would make more sense. Then it should probably have like a 3 or 4 sun cost,
I like your idea, but I explained above what I was going for. Your idea does seem better though, and maybe a cost of 4 or 5 so that flourish still has some value
When destroyed:Destroy a zombie here, then, create a hypnotized copy of the destroyed zombie with Team-Up here on the plant hero's side.
There's a possibility that this could be messed up due to Zombie stuff. For example, take Zombot Drone Engineer: When a Science Zombie does damage, give it +1 strength. This would be mostly useless, since Science isn't a plant tribe. It may even help the zombies, since if it is on the Plant hero's side, it would still activate for enemy Zombies (since the text still reads "Zombies" rather than something like "allies"). The Zombie Hero simply needs to make sure that the hypnotized Engineer isn't killed.
When destroyed:Destroy a zombie here, then, create a hypnotized copy of the destroyed zombie with Team-Up here on the plant hero's side.
There's a possibility that this could be messed up due to Zombie stuff. For example, take Zombot Drone Engineer: When a Science Zombie does damage, give it +1 strength. This would be mostly useless, since Science isn't a plant tribe. It may even help the zombies, since if it is on the Plant hero's side, it would still activate for enemy Zombies (since the text still reads "Zombies" rather than something like "allies"). The Zombie Hero simply needs to make sure that the hypnotized Engineer isn't killed.
I was thinking about the idea of removing any ability that can boost enemy zombies while hypnotized (just keep those to the hypnotized zombies themselves, in Drone Engineer's case), and any ability that involves on creating additional zombies, obviously creates hypnotized zombies instead, and so. The point being: Of course those hypnotized copies wouldn't be 100% perfect copies, so the game doesn't break.
Did I explain myself well enough?
When destroyed:Destroy a zombie here, then, create a hypnotized copy of the destroyed zombie with Team-Up here on the plant hero's side.
There's a possibility that this could be messed up due to Zombie stuff. For example, take Zombot Drone Engineer: When a Science Zombie does damage, give it +1 strength. This would be mostly useless, since Science isn't a plant tribe. It may even help the zombies, since if it is on the Plant hero's side, it would still activate for enemy Zombies (since the text still reads "Zombies" rather than something like "allies"). The Zombie Hero simply needs to make sure that the hypnotized Engineer isn't killed.
I was thinking about the idea of removing any ability that can boost enemy zombies while hypnotized (just keep those to the hypnotized zombies themselves, in Drone Engineer's case), and any ability that involves on creating additional zombies, obviously creates hypnotized zombies instead, and so. The point being: Of course those hypnotized copies wouldn't be 100% perfect copies, so the game doesn't break.
Did I explain myself well enough?
That's what I was thinking, and I don't doubt that is what you meant. :P Just making sure because if they ripped the code for hypnotized ones from the originals then it would be a disaster.
But you know, we had Trick-or-Traitor be a glitch a while ago. And that was.... interesting.
It takes away -1/-2 aka 1 attack and 2 health and it does that to a zombie here and next door when a zombie is played.I meant to make the price 5.it has team up so you can hide it behind a plant.It works well with brier rose or power flower as it is a flower and is in the same class.Its a legendary for these reasons.I think I'm going to edit it so its cost 5 and it makes a zombie get -2/-3.
Ability: When this deals damage, attack a random Zombie not here or the Zombie Hero for this Plant's Strength minus 1. Then, attack a different Zombie or the Zombie Hero for this Plant's Strength minus 2.
Premium - Super-Rare Tree of Wisdom
Class: Smarty
Cost: 2
Tribes: Tree Trick
Effect: Draw two random cards from the game and a random Superpower.
Premium - Legendary Arbiter-X
Class: Sneaky
Cost: 6
Tribes: Science Zombie
Stats: 4/6
Trait(s): Amphibious
Abiity: End of Turn: Move to a random lane. Plants in the lane this moved away from cannot attack this turn.
Premium - Super-Rare Mecha-Drake
Class: Hearty
Cost: 8
Tribes: Imp Science Zombie
Stats: 3/7
Ability: Zombies here and next door get Armored 2.
I think they made Jolly Holly purposely only freeze Zombies next door because I would been too good to freeze 3 Zombies with one card. So you should nerf Power Snow a bit. Maybe freeze 2 random Zombies.
Power Toss is just spring bean that cost 1 sun less.
Power Zap is just a different way of doing 3 damage like Berry Blast. I'd change it to "Destroy a Zombie with 5 or more" because if you can't defeat a Zombie with Sizzle, the highest damaging trick of Kabloom, then this can.