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  • Same as the first riddles thread. Make and answer riddles based around PvZH logic!

    Starting Riddle:

    Start: All lanes are ground and empty. The zombie hero The Smash starts with 40 health and no blocks.

    Plants Phase: Green Shadow spends 7 sun on 2 environments, and 7 sun on 4 plants. She then uses Espresso Fiesta on one of the plants. 

    Zombie Tricks: At this point in time, The Smash has lost less than 25% of their Max Health. They use Nibble on the plant that was targeted with Espresso Fiesta, healing for 2.

    Combat: Before combat in lane 2: The Smash is defeated.

    Upon her victory, G​reen Shadow​ tells The Smash "Uh oh. You friccin moron, you just got BEANNED!"

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    • I mean if there is Pear of Pairs and a Strongberry played in lane one, then shouldn't that be lethal?

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    • Happy-shroom wrote:
      I mean if there is Pear of Pairs and a Strongberry played in lane one, then shouldn't that be lethal?

      Thought they patched that. I'll just specify the hero isn't kabloom and add a big hint.

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    • No one?

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    • Beans? Why not we have a Party this Thyme? >:3

      Bananasaurus Rex + 3 Party Thymes (4 + 3*1 = 7). Place a Red Plant-it under the Bananasaurus Rex and a Tactical Position under a Party Thyme(5 + 2 = 7). Play Expresso Fiesta on said Party Thyme. Each attack will generate 4 cards(1 from the Environment, 3 from the Thymes), drawing 10 total cards(b/c hand limit). The Bananasaurus Rex will be a 18/18(+5/+5 from Red Plant-it, +10/+10 from the card draws) and The Smash will be at 36 HP after the Nibble on a Party Thyme(40 - 3*2 + 2 = 42 - 6 = 36). 18 damage twice from the overgrown banana will defeat The Smash.

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    • YammaYamer21 wrote:
      Beans? Why not we have a Party this Thyme? >:3

      Bananasaurus Rex + 3 Party Thymes (4 + 3*1 = 7). Place a Red Plant-it under the Bananasaurus Rex and a Tactical Position under a Party Thyme(5 + 2 = 7). Play Expresso Fiesta on said Party Thyme. Each attack will generate 4 cards(1 from the Environment, 3 from the Thymes), drawing 10 total cards(b/c hand limit). The Bananasaurus Rex will be a 18/18(+5/+5 from Red Plant-it, +10/+10 from the card draws) and The Smash will be at 36 HP after the Nibble on a Party Thyme(40 - 3*2 + 2 = 42 - 6 = 36). 18 damage twice from the overgrown banana will defeat The Smash.

      Alternate solution as always I see. I'm just going to spill the beans


      Place Bananasaurus in Lane 1 with Red Plant-It, Lane 2 with 2 Navy beans on Tactical Position, and 1 Thyme on lane 3. The second Navy Bean will activate the first, dealing 2 damage to the zombie hero and drawing 1 card.

      Make Navy Beans do 3 bonus attacks, drawing 3 cards for hitting the Smash with bonus attacks, 2 for hitting the Smash twice due to Navy Bean ability on Tactical Position, and another 3 from Bonus Thyme.

      At this point, 9 cards were drawn with Bananasaurus on field, giving it 17/17. The Smash would have 33 health so it would deal enough damage after combat.

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    • Quick 'n' Simple Riddle:


      Start: Lane 1 has a Soul Patch

      Zombie Phase: Portal Technical is played in Lane 1, then a Gadget Scientist is played in Lane 2.

      Plants Phase: Shamrocket is used on the Portal Technician. It spawns a _________ which has no "When played/revealed" effects.

      Zombie Tricks: The trick ___________ is played. Both the Soul Patch and the Gadget Scientist are destroyed.

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    • Zombot Shark Sub and Final Mission?

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    • ok first try

      Thinklogic wrote:

      Quick 'n' Simple Riddle:


      Start: Lane 1 has a Soul Patch

      Zombie Phase: Portal Technical is played in Lane 1, then a Gadget Scientist is played in Lane 2.

      Plants Phase: Shamrocket is used on the Portal Technician. It spawns a Barrel of Deadbeard which has no "When played/revealed" effects.

      Zombie Tricks: The trick Super Stench is played. Both the Soul Patch and the Gadget Scientist are destroyed.


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    • I thought of that too, but BoD only deals 1 damage. Which gets blocked by Armor.

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    • does upcoming card counts?

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    • Brainzzwhatevzz wrote: does upcoming card counts?

      Well, Yamma's post also include upcoming cards. So... I think Newspaper Zombie's answer's correct, considering the fact that Final Mission (upcoming zombie trick card) will destroy a zombie and then damage a plant for 4, in which Sharktronic can use its ability to destroy that respective plant.

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    • Brainzzwhatevzz wrote:
      does upcoming card counts?

      Yes.

      While a deadly Barrel of Deadbeards will destroy other zombies, how does it detonate? I said the gadget scientist is destroyed during tricks, not the combat phase. Also barrel explosion won't hurt Soul Patch due to armored 1, so it won't be destroyed.

      Zombot Sharkatroic with Final Mission works. But what if I add "The zombie spawned costs 5 or less brains"?

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    • Thinklogic wrote: Zombot Sharkatroic with Final Mission works. But what if I add "The zombie spawned costs 5 or less brains"?

      That zombie spawned costs 5 or less brains will be Binary Stars.

      Firstly, on the Zombies Phase, the zombie hero plays Portal Technician on Soul Patch's lane, and then plays Gadget Scientist on the next lane, which lets every Science zombies does bonus attack, causing Soul Patch to have 6 health remaining after receiving 3 damage from Portal Technician and takes another 1 damage from Gadget Scientist at the other lane.

      After that, during the Plant Phase, the plant hero uses Shamerocket on Portal Technician, which will spawn a Binary Stars.

      Hence, on the Trick Phase, the zombie hero uses Final Mission on Gadget Scientist, which will destroy him. Then, the zombie hero targets it at Soul Patch or Plant Hero, causing Soul Patch to absorb 7 damage (4 x 2 = 8, -1 damage due to the Armoured 1 trait) due to Binary Stars' ability, causing Soul Patch being destroyed in the Zombie Tricks Phase.

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    • Nick Archer wrote:

      Thinklogic wrote: Zombot Sharkatroic with Final Mission works. But what if I add "The zombie spawned costs 5 or less brains"?

      That zombie spawned costs 5 or less brains will be Binary Stars.

      Firstly, on the Zombies Phase, the zombie hero plays Portal Technician on Soul Patch's lane, and then plays Gadget Scientist on the next lane, which lets every Science zombies does bonus attack, causing Soul Patch to have 6 health remaining after receiving 3 damage from Portal Technician and takes another 1 damage from Gadget Scientist at the other lane.

      After that, during the Plant Phase, the plant hero uses Shamerocket on Portal Technician, which will spawn a Binary Stars.

      Hence, on the Trick Phase, the zombie hero uses Final Mission on Gadget Scientist, which will destroy him. Then, the zombie hero targets it at Soul Patch or Plant Hero, causing Soul Patch to absorb 7 damage (4 x 2 = 8, -1 damage due to the Armoured 1 trait) due to Binary Stars' ability, causing Soul Patch being destroyed in the Zombie Tricks Phase.

      Yep

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    • Try this easy one:

      No plants or zombies are conjured. All lanes are empty heights

      Zombies Phase: A __________ is played in lane 2

      Plants phase: 4 plants are played

      Tricks: Nothing

      Combat: No plants take any damage. The zombie hero does not take any damage, but the zombie is destroyed.

      Start of next turn: One of the plants has 7/7 in stats.

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    • Undying pharo played in lane 2 with hero on one health.

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    • Then one of the plants give the undying -4 attack.

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    • Sonicrunn4r wrote:
      Then one of the plants give the undying -4 attack.

      And... what plant does that?

      Note: You could place a chilly pepper and freeze the Pharoh, preventing it from dealing any damage.

      Also no plant has 7/7 base. You'll need to plant something like Whip vine and Grow shroom to get a 7/7 plant.

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    • If played in the correct order, a Chilly Pepper and a Shellery in lane 1 plus a Super Phat Beets and another Shellery in the other against an Interplanetary Gladiator(/Guard) should do the trick.

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    • YammaYamer21 wrote:
      If played in the correct order, a Chilly Pepper and a Shellery in lane 1 plus a Super Phat Beets and another Shellery in the other against an Interplanetary Gladiator(/Guard) should do the trick.

      I thought Phat Beets didn't include themselves? At least that's what I remember when I tried playing one on its own

      While you could put a chilly pepper, Shelley, then Beets to get 5/5, then a grow shroom, it would take 3 lanes and damage the zombie hero.

      Due to set 2 card changes, the riddle is no longer restricted to 2 lanes. 

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    • Thinklogic wrote:
      YammaYamer21 wrote:
      If played in the correct order, a Chilly Pepper and a Shellery in lane 1 plus a Super Phat Beets and another Shellery in the other against an Interplanetary Gladiator(/Guard) should do the trick.
      I thought Phat Beets didn't include themselves? At least that's what I remember when I tried playing one on its own

      Odd, they usually do for me... wierd. Either way, if it doesn't, then you play it last. 2 Shelleries + 1 Chilly Pepper + 1 Intergalactic Gladiator = 4 fighters = +4/+4 to its initial 3/3 stats, so a 7/7 is grown.

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    • YammaYamer21 wrote:
      Thinklogic wrote:
      YammaYamer21 wrote:
      If played in the correct order, a Chilly Pepper and a Shellery in lane 1 plus a Super Phat Beets and another Shellery in the other against an Interplanetary Gladiator(/Guard) should do the trick.
      I thought Phat Beets didn't include themselves? At least that's what I remember when I tried playing one on its own
      Odd, they usually do for me... wierd. Either way, if it doesn't, then you play it last. 2 Shelleries + 1 Chilly Pepper + 1 Intergalactic Gladiator = 4 fighters = +4/+4 to its initial 3/3 stats, so a 7/7 is grown.

      Alternate solutions as always I see.

      What if there was a 10 Sun limit?

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    • Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

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    • Thinklogic wrote: Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      Puff-Buff Shroom

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote: Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      Puff-Buff Shroom

      Nope.

      FYI: When two plants (one with teamup) attack the same zombie with Armored 1, each of the plants are counted as a individual hit.

      The Plantery Guard would reduce the damage of each Shroom by 1, thus taking only 2 damage and is not destroyed.

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    • Thinklogic wrote:
      RandomzSunfish23901 wrote:

      Thinklogic wrote: Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      Puff-Buff Shroom
      Nope.

      FYI: When two plants (one with teamup) attack the same zombie with Armored 1, each of the plants are counted as a individual hit.

      The Plantery Guard would reduce the damage of each Shroom by 1, thus taking only 2 damage and is not destroyed.

      Lily of the Valley+Shroom for Two?

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    • Happy-shroom wrote:
      Thinklogic wrote:
      RandomzSunfish23901 wrote:

      Thinklogic wrote: Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      Puff-Buff Shroom
      Nope.
      FYI: When two plants (one with teamup) attack the same zombie with Armored 1, each of the plants are counted as a individual hit.

      The Plantery Guard would reduce the damage of each Shroom by 1, thus taking only 2 damage and is not destroyed.

      Lily of the Valley+Shroom for Two?

      "Start: All lanes ground and empty"

      There are no heights, thus the Lily of the Valley has no effect.

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    • Thinklogic wrote:
      Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      nvm lol

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    • Thinklogic wrote: Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      Is it Bonk Choy + Shellery (Lane 1), while any 1-drop plant like Weenie Beanie or something on lane 3, since if Planetary Guard absorbs both plants' attack on lane 1, he will die [(3-1)+(2-1)=3].

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    • Nick Archer wrote:

      Thinklogic wrote: Let's revive this thread with a pretty simple puzzle.


      Start: All lanes ground and empty.

      Zombies: Nothing

      Plants: A _________ is played in Lane 1, and a _________ in lane 3. Total cost of 3 Sun.

      Zombie Tricks: Rustbolt teleports a Plantery Guard onto lane 2. He then uses a Rocket Science on every plant he can target.

      Combat: After combat in lane 1, the Plantery Guard is destroyed.

      Is it Bonk Choy + Shellery (Lane 1), while any 1-drop plant like Weenie Beanie or something on lane 3, since if Planetary Guard absorbs both plants' attack on lane 1, he will die [(3-1)+(2-1)=3].

      Um, I'm pretty sure I stated there are only 2 plants. One played in lane 1, the other in lane 3.

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    • Im so stupid. Its Poison-Shroom Buff-Shroom

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    • RandomzSunfish23901 wrote:
      Im so stupid. Its Poison-Shroom Buff-Shroom

      Rocket Science.

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    • Thinklogic
      Thinklogic removed this reply because:
      h
      21:29, June 5, 2017
      This reply has been removed
    • Newspaper Zombie wrote:
      RandomzSunfish23901 wrote:
      Im so stupid. Its Poison-Shroom Buff-Shroom
      Rocket Science.

      Yep.

      Just realized the riddle may seem impossible if interpretted a certain way.

      Treat

      "Rustbolt uses Rocket Science of every plant he can target"

      As

      "Rustbolt plays a Doom Shroom as a Zombie Trick"


      If the answer isn't obvious at this point I'm going to go jump off a Magic Beanstalk and give myself a Black-Eye

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    • Thinklogic wrote:
      Newspaper Zombie wrote:
      RandomzSunfish23901 wrote:
      Im so stupid. Its Poison-Shroom Buff-Shroom
      Rocket Science.
      Yep.

      Just realized the riddle may seem impossible if interpretted a certain way.

      Treat

      "Rustbolt uses Rocket Science of every plant he can target"

      As

      "Rustbolt plays a Doom Shroom as a Zombie Trick"


      If the answer isn't obvious at this point I'm going to go jump off a Magic Beanstalk and give myself a Black-Eye

      Oops

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    • Thinklogic wrote:

      If the answer isn't obvious at this point I'm going to go jump off a Magic Beanstalk and give myself a Black-Eye

      Actually I just burnt my finger on a powered 120V transformer at work today. Fortunately I own a Aloe plant at home and could soothe it quickly using its gel. Plants are great!


      The answer to the riddle was Black Eyed Pea in Lane 1, and Magic Beanstalk in lane 3

      When Rustbolt uses teleport to play the guard, the Pea becomes 3/4. He then targets every plant with 4 or higher strength with a rocket science, the only one being the Beanstalk (4/4).

      This turns the Black Eyed Pea into 4/5, allowing it to one-hit KO the guard in combat.

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    • I was thinking a Cosmic Pea-Conjured Fire Pea, but that works too...

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    • YammaYamer21 wrote:
      I was thinking a Cosmic Pea-Conjured Fire Pea, but that works too...

      That costs way too much

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    • RandomzSunfish23901 wrote:
      YammaYamer21 wrote:
      I was thinking a Cosmic Pea-Conjured Fire Pea, but that works too...
      That costs way too much

      If it's conjured on a different turn it could be played with any 1-Sun plant on lane 3. However on the last thread I'm pretty sure I specified "Assume no conjure effects on my riddles, unless specified"

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    • I'm going to start trying "modded" riddles, based on my "Save Dave" puzzles I used to make.

      Some cards played are NOT canonical and the game mechanics maybe modified, but other than what's specified its the same as regular PvZH logic.

      They'll likely take quite a while to solve, try talking with others for ideas how to solve it.

      The Smash battles you to show you his "perfectly balanced" PvZH mod. He gives you a Key Legend (bottom of this riddle) that explains what each non-canon card does.



      Start: All lanes are ground and empty. All five lanes are Octo-Den enviroments. You play as the plant hero Grass Knuckles and start with only one card: Flourish

      It's Turn 16. You made 16 Sun this turn but The Smash has 1000 Brains cause reasons. You have 1HP and The Smash has 15HP.


      Zombie Phase: The Smash plays a "Zombie Fluttershy" in Lane 5, a "Guard-gantuar" in Lane 2, and a Octo-Zombie in lanes 1,3, and 4

      Plants Phase: The Smash feels bad for your lack of OP cards. He offers to modify Flourish so it costs 0 Sun, and when played you conjure a Shrek and a Fruit Salad for Picky Eaters

      You play the Fruit Salad first, giving you full control of what you conjure.

      Zombie Tricks: Octo-Dens take effect, filling all empty lanes with Octo-Zombies. No tricks are played.

      After Combat Phase: The Smash is defeated



      Key Legend:

      You find in his mod some... questionable cards...


      Zombie Fluttershy: Beastly

      Stats: 7/7, Frenzy

      Tribe: Pet

      Card Says: When you play another pet, that pet cannot be hurt this turn (shielded).

      "Died from looking at her own fandom"


      Guard-gantuar: Hearty

      Stats: 6/6, Armoured 1, Frenzy.

      Tribe: Gargantuar

      Card Says: When played: For the rest of the game, your hero can't be hurt if there's a zombie on the field. Plant enviroments cannot be played.

      "Poison Oaks hate him! Click here to find out how."


      Octo-Den: Beastly

      Zombie Enviroment

      Card Says: Start of Tricks: If there's no zombie here, make a Octo-Zombie here. (If a Zombie Fluttershy is on field, it will be shielded)

      "Unlike Octogons, this DOES NOT have 8 fanastic sides, and 8 awesome angles"


      Shrek: Guardian

      Onion Plant

      Cost: 0 Sun

      Stats: 3/3, Teamup, Strikethrough.

      When played: Conjure 2 non-Shrek Onions.

      When a zombie hurts a Onion: Move that Zombie here

      When this is Destroyed: It's the Shrekening! Destroy all zombies here and next door. All plants here and next door transform into Shrek. Remove all cards from your hand, then conjure 10 Shreks. Also your entire deck turns into nothing but Shrek

      "Onions have layers. Ogres have layers. Therefore Ogres are Onions."

      FYI: You can conjure Shieldbreaking Shallots with this card.


      Fruit Salad for Picky Eaters: Mega-Grow

      Plant Trick

      Cost: 0 Sun

      For the rest of the game: You can pick which cards you conjure for the respective type. (Ex: When you conjure a Pea, you can pick which Pea card you want to conjure).

      Conjure a Banana, a Fruit, and a Berry.

      "Personally I prefer Fruit Punch   -The Smash"


      Shieldbreaking Shallot: Guardian

      Onion Trick:

      Cost: 1 Sun

      Destroy a Shielded Zombie

      "Why would you want this? Destroying an Octo-Zombie will cause it to respawn during tricks due to the enviroment. The other zombies aren't shielded and cannot be targetted by this trick. Actually what am I saying this is PvZH anything could happen -Your Subconcious"

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    • Bump because I can't answer that.

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    • No RNG or Conjure Zombies

      Wall-Knight: 26

      Professor Brainstorm: 1

      Start of turn: A 200 health Power Flower is on lane 2. The board is all ground lanes. No one has a block meter.

      Zombie Phase: A _____ and _____ are played in lanes 1 and 5, respectively

      Plant Phase: An Amphibious Power Flower is played on lane 5

      Trick Phase: A _____ and Teleport are used, which teleports in a _____. 7 brains are used during this phase and no damaging tricks are used.

      Before Combat: No plants or zombies are hurt or destroyed

      After Combat in first lane: The Plant Hero dies

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    • RandomzSunfish23901 wrote:
      No RNG or Conjure Zombies

      Wall-Knight: 26

      Professor Brainstorm: 1

      Start of turn: A 200 health Power Flower is on lane 2. The board is normal. No one has a block meter.

      Zombie Phase: A _____ and _____ are played in lanes 1 and 5, respectively

      Plant Phase: An Amphibious Power Flower is played on lane 5

      Trick Phase: A _____ and Teleport are used, which teleports in a _____. 7 brains are used during this phase and no damaging tricks are used.

      Before Combat: No plants or zombies are hurt or destroyed

      After Combat in first lane: The Plant Hero dies

      What do you mean by the board is "Normal". If you're saying the 5th lane is water like PvP, it would be impossible for Brainstorm to play a zombie in lane 5 without RNG as Crazy and Brainy classes have no Amphibious zombies.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      No RNG or Conjure Zombies

      Wall-Knight: 26

      Professor Brainstorm: 1

      Start of turn: A 200 health Power Flower is on lane 2. The board is normal. No one has a block meter.

      Zombie Phase: A _____ and _____ are played in lanes 1 and 5, respectively

      Plant Phase: An Amphibious Power Flower is played on lane 5

      Trick Phase: A _____ and Teleport are used, which teleports in a _____. 7 brains are used during this phase and no damaging tricks are used.

      Before Combat: No plants or zombies are hurt or destroyed

      After Combat in first lane: The Plant Hero dies

      What do you mean by the board is "Normal". If you're saying the 5th lane is water like PvP, it would be impossible for Brainstorm to play a zombie in lane 5 without RNG as Crazy and Brainy classes have no Amphibious zombies.

      Forgot. I'll change it.

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:


      RandomzSunfish23901 wrote:
      No RNG or Conjure Zombies

      Wall-Knight: 26

      Professor Brainstorm: 1

      Start of turn: A 200 health Power Flower is on lane 2. The board is normal. No one has a block meter.

      Zombie Phase: A _____ and _____ are played in lanes 1 and 5, respectively

      Plant Phase: An Amphibious Power Flower is played on lane 5

      Trick Phase: A _____ and Teleport are used, which teleports in a _____. 7 brains are used during this phase and no damaging tricks are used.

      Before Combat: No plants or zombies are hurt or destroyed

      After Combat in first lane: The Plant Hero dies

      What do you mean by the board is "Normal". If you're saying the 5th lane is water like PvP, it would be impossible for Brainstorm to play a zombie in lane 5 without RNG as Crazy and Brainy classes have no Amphibious zombies.
      Forgot. I'll change it.

      K m8

      Zombies: Play Binary stars in lane 1, Discotron lane 5. Make other dancers in any lane.

      Tricks: Teleport a Flamenco zombie into the empty lane, dealing 20 damage to the plant hero. Not the plants. Play another teleport to cost 7 brains but don't play any more zombies.

      Combat: Binary stars does 6 damage and defeats Wallknight

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    • RandomzSunfish23901 wrote:
      No RNG or Conjure Zombies

      Wall-Knight: 26

      Professor Brainstorm: 1

      Start of turn: A 200 health Power Flower is on lane 2. The board is all ground lanes. No one has a block meter.

      Zombie Phase: A Octo Zombie and Loudmouth are played in lanes 1 and 5, respectively

      Plant Phase: An Amphibious Power Flower is played on lane 5

      Trick Phase: Loudmouth boosts the Octo Zombie to a 10/10. A Brute Strength and Teleport are used, which teleports in a Binary Stars. 7 brains are used during this phase and no damaging tricks are used.

      Before Combat: No plants or zombies are hurt or destroyed

      After Combat in first lane: The Plant Hero dies by a 13/10 Octo punch boosted by a Binary Stars.

      Yes, it's highly improbable but that's the way I liek it :P

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    • YammaYamer21 wrote:
      RandomzSunfish23901 wrote:
      No RNG or Conjure Zombies

      Wall-Knight: 26

      Professor Brainstorm: 1

      Start of turn: A 200 health Power Flower is on lane 2. The board is all ground lanes. No one has a block meter.

      Zombie Phase: A Octo Zombie and Loudmouth are played in lanes 1 and 5, respectively

      Plant Phase: An Amphibious Power Flower is played on lane 5

      Trick Phase: Loudmouth boosts the Octo Zombie to a 10/10. A Brute Strength and Teleport are used, which teleports in a Binary Stars. 7 brains are used during this phase and no damaging tricks are used.

      Before Combat: No plants or zombies are hurt or destroyed

      After Combat in first lane: The Plant Hero dies by a 13/10 Octo punch boosted by a Binary Stars.

      Yes, it's highly improbable but that's the way I liek it :P

      "No RNG or Conjure Zombies"

      Can't use Octo-Zombie, as Brainstorm is not Beastly and Eureka cannot be used due to RNG/Conjure.

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    • RandomzSunfish23901 wrote:
      Bump because I can't answer that.

      Not even going to try? Welp, here's the answer to the modded riddle:


      Plants Phase:

      After playing Flourish...

      1. Play "Fruit Salad for Picky Eaters" and conjure a Banana Peel (Banana), Jolly Holly (Berry), and a Guacodile (Fruit)

      2. Play Shrek in lane 2. Conjure a Garlic and a Shieldbreaking Shallot.

      3. Use Shieldbreaking Shallot on the Octo-Zombie in lane 4. Use Banana Peel to move the Guard-Gantuar into lane 4, and conjure a another Banana Peel.

      4. Using the second Banana Peel, Move the Zombie Fluttershy from lane 5 to lane 2. Conjure a Bananasaurus

      5. Play a Jolly Holly in lane 2, infront of the Shrek. This will freeze the Octo-Zombies in lane 1 and 3.

      6. Play the Bananasaurus in lane 5, then place the Garlic (conjured by Shrek) infront of it.

      7. Place the Guacodile in lane 4.


      Tricks: Octo-Den places a Octo-Zombie in lane 5. It becomes shielded due to Zombie Fluttershy.


      Combat:

      Lane 1 - Octo-Zombie is frozen and doesn't attack.

      Lane 2 - Zombie Fluttershy destroys the Jolly Holly. Shrek and Jolly Holly destroys the Zombie Fluttershy. (4 + 3 damage). Also The Smash takes 3 damage due to Shrek's Strikethrough, leaving him at 12 HP

      Lane 3 - Octo-Zombie is frozen and doesnt attack.

      Lane 4 - Guacodile does 3 damage to Guard-gantuar (not 4 due to Armored 1), then does another 3 damage due to Guacodiles "When Destroyed" effect. This destroys the Guard-gantuar.

      Lane 5 - The spawned Octo-Zombie is shielded and takes no damage from the Garlic and Bananasaurus. By hurting and destroying the Garlic, the Octo-Zombie is moved to lane 2 infront of the Shrek. Frenzy causes the Octo-Zombie to attack again, destroying the Shrek and activating The Shrekening

      The Shrekening destroys the 3 Octo-Zombies in lanes 1, 2, and 3. It doesn't transform any plants. By conjuring 10 Shreks it gives the Bananasaurus +10/+10, giving it 13/13.

      The Bananasaurus then does a bonus attack after combat, defeating The Smash.

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    • Seems this thread is quiet after that "what the crop is this" riddle.


      Fill in the Blanks: Hopeless Edition


      Start: Lanes 1 to 3 are ground, 4 and 5 are water. Lanes 2 and 3 have two Twin Sunflowers on each of them. Lane 3 is a _______ enviroment. The zombie hero starts with 8 Brains and 1HP, the Plant hero starts with 16 due to the Sunflowers and has 6HP. All Super Blocks have been used up (cannot block anymore)

      Zombie Phase: A Imp-Throwing Gargantuar is played in lane _____.

      Plant Phase: A Soul Patch conjured by a Cosmic Flower is played in lane 1, it gained Strikethrough. Then a Dark Matter Dragonfruit is played in lane 5. Transmortify is used on the Gargantuar and turns it into a Mystery Egg

      Zombie tricks: The Mystery Egg turns into a ________. The zombie hero then _____________

      Combat: The Zombie hero wins!

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    • The mystery egg turns into a planetary guardian im pretty sure

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    • BF10
      BF10 removed this reply because:
      Derailing
      22:39, June 20, 2017
      This reply has been removed
    • Plasma pea, just because your my favorite peashooter doesn't mean you can post that when we're trying to do a puzzle

        Loading editor
    • The environment is Medulla Nebula. ITG is played on lane 3. The Mystery Egg becomes a Teleporter Zombie and it teleports in a 4-cost Trickster on lane 1 and a Lurch for Lunch is used. 


      (edit: i suck at math) 

      (edit: it was fine) 

        Loading editor
    • What is the maximum health you can get from a single Astro Vera?

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    • RandomzSunfish23901 wrote:
      The environment is Medulla Nebula. ITG is played on lane 3. The Mystery Egg becomes a Teleporter Zombie and it teleports in a 4-cost Trickster on lane 1 and a Lurch for Lunch is used. 


      (edit: i suck at math) 

      (edit: it was fine) 

      Let's see...

      Zombie Hero has 3 Brains by tricks, gets +3 from Medulla  when ITG is played, and another +3 when Egg transforms, 9 total.

      Cost to play Trickster: 4 Brains

      Cost to play Lurch for Lunch: 8 Brains (2 + 6)

      Not enough brains for this solution, sorry!

      Remember: There is a Dark Matter Dragonfruit in lane 5, increasing the cost of all tricks by 6

      Also for my riddles, it's presumed everything is at it's default stats and price unless specified, so Trickster would cost 10 Brains.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      The environment is Medulla Nebula. ITG is played on lane 3. The Mystery Egg becomes a Teleporter Zombie and it teleports in a 4-cost Trickster on lane 1 and a Lurch for Lunch is used. 


      (edit: i suck at math) 

      (edit: it was fine) 

      Let's see...

      Zombie Hero has 3 Brains by tricks, gets +3 from Medulla  when ITG is played, and another +3 when Egg transforms, 9 total.

      Cost to play Trickster: 4 Brains

      Cost to play Lurch for Lunch: 8 Brains (2 + 6)

      Not enough brains for this solution, sorry!

      Remember: There is a Dark Matter Dragonfruit in lane 5, increasing the cost of all tricks by 6

      Also for my riddles, it's presumed everything is at it's default stats and price unless specified, so Trickster would cost 10 Brains.

      The Nystery Egg also counts as a zombie so it is 12 brains

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      The environment is Medulla Nebula. ITG is played on lane 3. The Mystery Egg becomes a Teleporter Zombie and it teleports in a 4-cost Trickster on lane 1 and a Lurch for Lunch is used. 


      (edit: i suck at math) 

      (edit: it was fine) 

      Let's see...

      Zombie Hero has 3 Brains by tricks, gets +3 from Medulla  when ITG is played, and another +3 when Egg transforms, 9 total.

      Cost to play Trickster: 4 Brains

      Cost to play Lurch for Lunch: 8 Brains (2 + 6)

      Not enough brains for this solution, sorry!

      Remember: There is a Dark Matter Dragonfruit in lane 5, increasing the cost of all tricks by 6

      Also for my riddles, it's presumed everything is at it's default stats and price unless specified, so Trickster would cost 10 Brains.

      The Nystery Egg also counts as a zombie so it is 12 brains

      "And another +3 when the Egg transforms"

      I took that into account, transforming a zombie counts as playing one. As specified, cards are presumed to cost their default amount unless specified, so Trickster is 10 brains.

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    • The Teleportation Zombie teleports a Zombot 1000.

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    • You got one of the possible answers. What if the zombie hero only had 3 brains at the start of tricks?

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    • Thinklogic wrote: You got one of the possible answers. What if the zombie hero only had 3 brains at the start of tricks?

      So far, the environmebt has to be either Area 22 or LBA.

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    • Cant think of any without MN.

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    • RandomzSunfish23901 wrote:
      Cant think of any without MN.

      Alrighty! Here's the other answer:

      Lane 3 can either be an Area 22 or Moon Base Z enviroment.

      Start of tricks: Mystery Egg turns into Teleportation Zombie

      During tricks, a Loose Cannon is played in lane 1, and a Toxic Wave Imp in lane 4

      During combat: The Loose Cannon will attack before combat via Overshoot. Because the damage is transferred to the Soul Patch and the Loose Cannon has Deadly, it will destroy the Soul Patch.

      The Loose Cannon will then attack normally for 1 damage, the Teleportation zombie will either do 3 damage via Overshoot (Moon Base enviroment) or 3 damage via Frenzy and +2/+2 (Area 22)

      Then the Toxic Waste Imp does 2 damage, defeating the plant hero before the Dark Matter Dragonfruit attacks.

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    • I got one. Field: All lanes are ground lanes. Every lane is an enviroment. Lane 1 and 2 are __________, lane 3 is a Pear pearadise and lane 4 and 5 are total eclipse(they don't have to be the class that the hero is). The plant hero is Solar flare and the zombie hero is Neptuna. Solar flare is on 7HP and Neptuna is on 40HP. All blocks have been used but the superpowers are in hand. Each character can use any card in the game regardless of hand size or card class. Each character has 15 sun/brains. Zombies play: A ___________ is played in lane 1 and it is in a gravestone. Plants play: A ___________ is played in lane 2 and a __________ is played in lane 3. Solar flare then uses a __________ on ___________. Going into zombie tricks, Solar flare hasn't used all the sun possible. Zombie tricks: A teleport is used and Neptuna's signiture superpower is used on lane 4. A botanist is played on lane 5. During combat: No zombies are hurt but Neptuna is defeated.

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    • Sonicrunn4r wrote:
      I got one.

      Field: All lanes are ground lanes. Every lane is an enviroment. Lane 1 and 2 are __________, lane 3 is a Pear pearadise and lane 4 and 5 are total eclipse(they don't have to be the class that the hero is). The plant hero is Solar flare and the zombie hero is Neptuna. Solar flare is on 7HP and Neptuna is on 40HP. All blocks have been used but the superpowers are in hand. Each character can use any card in the game regardless of hand size or card class. Each character has 15 sun/brains. Zombies play: A ___________ is played in lane 1 and it is in a gravestone. Plants play: A ___________ is played in lane 2 and a __________ is played in lane 3. Solar flare then uses a __________ on ___________. Going into zombie tricks, Solar flare hasn't used all the sun possible. Zombie tricks: A teleport is used and Neptuna's signiture superpower is used on lane 4. A botanist is played on lane 5. During combat: No zombies are hurt but Neptuna is defeated.

      Hm...

      Lane 1 and 2 are Solar Winds.

      Trash Can Zombie is played in lane 1.

      A Magnifying Grass is played in lane 2 (It gets 15 attack), and a Dandilion King is played in lane 3. It removes 50% of Neptuna's health twice, putting her at 10 HP (Pear Paradise doubles the Dandilion King)

      She then uses Fertilize on the Magnifying Grass, for a total sun cost of 13 Sun (not all 15 used)

      Tricks: Botanist makes a 1/1 plant infront of the Trash Can Zombie.

      Combat: The 1/1 plant doesnt hurt the trash can zombie (shielded)

      When the Magnifying Grass attacks, it defeats Neptuna before the Dandilion Kings can damage the Octo-Pet

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    • Try this one:


      How would this be possible? Use all the RNG you need:

      Zombies Phase:  A _______ is played in lane 1, and a _________ is played in lane 2.

      Plants Phase: One Plant is played.

      So far, one more Brain has been spent compared to Sun.

      Zombie Tricks: A trick is used on one of the zombies.

      Regardless of which zombie you used the trick on, the zombie hero now has 10 of that trick in their hand.


      Hint: The zombie that costs the most had a massive headache after this.

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    • Thinklogic wrote:

      Sonicrunn4r wrote:
      I got one.

      Field: All lanes are ground lanes. Every lane is an enviroment. Lane 1 and 2 are __________, lane 3 is a Pear pearadise and lane 4 and 5 are total eclipse(they don't have to be the class that the hero is). The plant hero is Solar flare and the zombie hero is Neptuna. Solar flare is on 7HP and Neptuna is on 40HP. All blocks have been used but the superpowers are in hand. Each character can use any card in the game regardless of hand size or card class. Each character has 15 sun/brains. Zombies play: A ___________ is played in lane 1 and it is in a gravestone. Plants play: A ___________ is played in lane 2 and a __________ is played in lane 3. Solar flare then uses a __________ on ___________. Going into zombie tricks, Solar flare hasn't used all the sun possible. Zombie tricks: A teleport is used and Neptuna's signiture superpower is used on lane 4. A botanist is played on lane 5. During combat: No zombies are hurt but Neptuna is defeated.

      Hm...

      Lane 1 and 2 are Solar Winds.

      Trash Can Zombie is played in lane 1.

      A Magnifying Grass is played in lane 2 (It gets 15 attack), and a Dandilion King is played in lane 3. It removes 50% of Neptuna's health twice, putting her at 10 HP (Pear Paradise doubles the Dandilion King)

      She then uses Fertilize on the Magnifying Grass, for a total sun cost of 13 Sun (not all 15 used)

      Tricks: Botanist makes a 1/1 plant infront of the Trash Can Zombie.

      Combat: The 1/1 plant doesnt hurt the trash can zombie (shielded)

      When the Magnifying Grass attacks, it defeats Neptuna before the Dandilion Kings can damage the Octo-Pet

      Correct

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    • Sonicrunn4r wrote:

      Thinklogic wrote:

      Sonicrunn4r wrote:
      I got one.

      Field: All lanes are ground lanes. Every lane is an enviroment. Lane 1 and 2 are __________, lane 3 is a Pear pearadise and lane 4 and 5 are total eclipse(they don't have to be the class that the hero is). The plant hero is Solar flare and the zombie hero is Neptuna. Solar flare is on 7HP and Neptuna is on 40HP. All blocks have been used but the superpowers are in hand. Each character can use any card in the game regardless of hand size or card class. Each character has 15 sun/brains. Zombies play: A ___________ is played in lane 1 and it is in a gravestone. Plants play: A ___________ is played in lane 2 and a __________ is played in lane 3. Solar flare then uses a __________ on ___________. Going into zombie tricks, Solar flare hasn't used all the sun possible. Zombie tricks: A teleport is used and Neptuna's signiture superpower is used on lane 4. A botanist is played on lane 5. During combat: No zombies are hurt but Neptuna is defeated.

      Hm...

      Lane 1 and 2 are Solar Winds.

      Trash Can Zombie is played in lane 1.

      A Magnifying Grass is played in lane 2 (It gets 15 attack), and a Dandilion King is played in lane 3. It removes 50% of Neptuna's health twice, putting her at 10 HP (Pear Paradise doubles the Dandilion King)

      She then uses Fertilize on the Magnifying Grass, for a total sun cost of 13 Sun (not all 15 used)

      Tricks: Botanist makes a 1/1 plant infront of the Trash Can Zombie.

      Combat: The 1/1 plant doesnt hurt the trash can zombie (shielded)

      When the Magnifying Grass attacks, it defeats Neptuna before the Dandilion Kings can damage the Octo-Pet

      Correct

      Any ideas for the RNG puzzle?

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    • From the clue, I'm thinking gas giant is involved but I have no clue how. I also suspect thinking cap which isn't out yet. Brain freeze? Ice?

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    • Sonicrunn4r wrote:
      From the clue, I'm thinking gas giant is involved but I have no clue how. I also suspect thinking cap which isn't out yet. Brain freeze? Ice?

      You cant get Thinking Cap from playing Thinking Cap. Remember: You get 10 of this trick by playing it once, but it would require a TON of luck (which is why I specify use all the RNG you need)

      Reminder: This trick is used on a zombie (specified in riddle)

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    • Triplication is the closest I can think of. Eureka could also tecnically be similar

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    • + mad chemist

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    • Sonicrunn4r wrote:
      Triplication is the closest I can think of. Eureka could also tecnically be similar

      Um. Triplication CAN give you two Triplications, as Tripication is a Imp Gargantuar card, and it conjures a Imp, Zombie, and a Gargantuar. The Mad Chemist could also give you a third Triplication.

      But how would you get TEN of this trick, by playing it once? One more guess and Ill reveal the answer

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    • I'm never going to get the answer so I give up

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    • Sonicrunn4r wrote:
      I'm never going to get the answer so I give up


      The trick played actually has nothing to do with drawing cards!

      Zombie Phase: A King of the Grill is played in lane 1, and a Supernova Gargantuar in lane 2.

      Plants Phase: A Corncopia is played in lane 1. It creates a teamup plants in lanes 2, 4, and 5, and another Corncopia in lane 3.

      The Corncopia created in lane 3 creates a Poppin Poppis in lane 2 (infront of the teamup plant), placing a Lil-buddy infront of each Corncopia. In lane 4 it creates a Pineclone and lane 5 Water Chestnut.

      The Pineclone will then turn all 10 plants into Pineclones.

      Zombie Tricks: Lurch for Lunch is used on either the Supernova Garg or the King of the Grill. When one of the Gargantuars destroys a Pineclone, the Supernova effect activates, destroying all 10 Pineclones.

      The King of the Grill conjures a Gourmet card everytime a Gargantuar destroys a plant (including Supernova/Zombot-1000 effect) so when the Supernova destroys 10 Pineclones, it can conjure 10 Lurch for Lunch cards, as it is a Gourmet Trick


      What did the hint mean?: The King of the Grill's animation when conjuring a gourmet card is slapping himself in the head. If 10 Pineclones are destroyed by a Gargantuar at once, he will slap himself in the head 10 times and conjure a gourmet card everytime.

      Thus, he had massive headache

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    • Well, that was intresting. Ironic that I thought about 2 gargantuar cards but none were correct.

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    • Can you name all the zombies that were played?


      Start: Lanes 1-4 are ground, lane 5 is water. The plant hero has 20 health. The zombie hero is Brainstorm and can play any card in the game.

      Zombie Phase: A zombie is played in every lane, except lane 1. The one in lane 4 is a Gravestone

      Plants Phase: A Body Gourd is played in lane 3, filling the block-o-meter. Plant food is used on the Body Gourd, but the zombie in lane 3 takes no damage.

      Zombie Tricks: The gravestone in lane 4 is revealed. Brainstorm teleports in a ________ onto lane 1 and the plant hero instantly dies without blocking the hit.

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    • Lane 1(teleported): Flamenco Lane 2: Disco-naut Lane 3: Idk Lane 4: Binary stars Lane 5: Does it matter what's in the water lane?

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    • Sonicrunn4r wrote:
      Lane 1(teleported): Flamenco

      Lane 2: Disco-naut Lane 3: Idk Lane 4: Binary stars Lane 5: Does it matter what's in the water lane?


      Well... so far you're correct.

      The zombie in lane 3 must be able to prevent the attack from the Body Gourd

      The zombie in lane 5 must be amphibious

      If you're going to deal 20 damage with a single Flamenco, you're going to need 5 Dancing Zombies, 1 of which is Binary Stars

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    • Thinklogic wrote:
      Sonicrunn4r wrote:
      Lane 1(teleported): Flamenco

      Lane 2: Disco-naut Lane 3: Idk Lane 4: Binary stars Lane 5: Does it matter what's in the water lane?


      Well... so far you're correct.

      The zombie in lane 3 must be able to prevent the attack from the Body Gourd

      The zombie in lane 5 must be amphibious

      If you're going to deal 20 damage with a single Flamenco, you're going to need 5 Dancing Zombies, 1 of which is Binary Stars

      Lane 5 has to be synchro, right?

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    • Lane 3 is Bonus Track Buckethead right?

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    • Happy-shroom wrote:
      Thinklogic wrote:
      Sonicrunn4r wrote:
      Lane 1(teleported): Flamenco

      Lane 2: Disco-naut Lane 3: Idk Lane 4: Binary stars Lane 5: Does it matter what's in the water lane?


      Well... so far you're correct.

      The zombie in lane 3 must be able to prevent the attack from the Body Gourd

      The zombie in lane 5 must be amphibious

      If you're going to deal 20 damage with a single Flamenco, you're going to need 5 Dancing Zombies, 1 of which is Binary Stars

      Lane 5 has to be synchro, right?

      Yup! Only Dancing Amphibious Zombie in the game

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    • Happy-shroom wrote:
      Lane 3 is Bonus Track Buckethead right?


      Ya, I think you got the riddle.

      Lane 1 Flamenco

      Lane 2 or 3 Disco-Naut

      Lane 2 or 3 Bonus Track Buckethead

      Lane 4 Binary Stars

      Lane 5 Synchronized Swimmer

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    • RandomzSunfish23901
      RandomzSunfish23901 removed this reply because:
      Dont look at me
      02:31, July 1, 2017
      This reply has been removed
    • RandomzSunfish23901 wrote:
      Quick bump

      With the upcoming Premium set changes:

      Wall-Knight: 2

      Brain Freeze: 3

      Field: All ground. Empty

      Turn: 11

      Zombies: A Plank Walker is played in lane 1. It spawns an Intergalactic Warlord in lane 2 and Imp Commander in lane 3.

      Plants: Two legendaries are played: ___ on lane 2 and ___. 3 sun is wasted and no zombies are hurt or destroyed and Brain Freeze is not hurt.

      Tricks: Area 22 is played under the Imp Commander

      End of Fight: Plants wins

      I dont think this is possible...

      11 Sun, 3 wasted so only 8 is spent. If you look at the legendaries available for Solar and Guardian, most of them cost 5 or more thus impossible to place two of them.

      The ONLY Solar/Guardian legendary plant that costs less than 5 Sun is Briar Rose, which will be reduced to 4 Sun. However its impossible to win with two Briar Roses, since Plank Walker would kill WallKnight before their effect activates.

      Do you count Superpowers as legendaries?

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Quick bump

      With the upcoming Premium set changes:

      Wall-Knight: 2

      Brain Freeze: 3

      Field: All ground. Empty

      Turn: 11

      Zombies: A Plank Walker is played in lane 1. It spawns an Intergalactic Warlord in lane 2 and Imp Commander in lane 3.

      Plants: Two legendaries are played: ___ on lane 2 and ___. 3 sun is wasted and no zombies are hurt or destroyed and Brain Freeze is not hurt.

      Tricks: Area 22 is played under the Imp Commander

      End of Fight: Plants wins

      I dont think this is possible...

      11 Sun, 3 wasted so only 8 is spent. If you look at the legendaries available for Solar and Guardian, most of them cost 5 or more thus impossible to place two of them.

      The ONLY Solar/Guardian legendary plant that costs less than 5 Sun is Briar Rose, which will be reduced to 4 Sun. However its impossible to win with two Briar Roses, since Plank Walker would kill WallKnight before their effect activates.

      Do you count Superpowers as legendaries?

      Im an embarrasemebt. Dont look at me

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    • Thinklogic wrote:
      RandomzSunfish23901 wrote:
      Quick bump

      With the upcoming Premium set changes:

      Wall-Knight: 2

      Brain Freeze: 3

      Field: All ground. Empty

      Turn: 11

      Zombies: A Plank Walker is played in lane 1. It spawns an Intergalactic Warlord in lane 2 and Imp Commander in lane 3.

      Plants: Two legendaries are played: ___ on lane 2 and ___. 3 sun is wasted and no zombies are hurt or destroyed and Brain Freeze is not hurt.

      Tricks: Area 22 is played under the Imp Commander

      End of Fight: Plants wins

      I dont think this is possible...

      11 Sun, 3 wasted so only 8 is spent. If you look at the legendaries available for Solar and Guardian, most of them cost 5 or more thus impossible to place two of them.

      The ONLY Solar/Guardian legendary plant that costs less than 5 Sun is Briar Rose, which will be reduced to 4 Sun. However its impossible to win with two Briar Roses, since Plank Walker would kill WallKnight before their effect activates.

      Do you count Superpowers as legendaries?

      Let's see the field as I think it looks like before the fight:

      Brain Freeze, 3 health, no blocks

      1                        2                       3                                         4                         5

      Plank Walker     Warlord         Imp Commander 

      7/7 (buff)         3/3   (buff)       5/7 Frenzy  (double buff)

                                                       Area 22

      1/4                                                                         3/6

      Cap'n Cucumber (3) on  LANE 2                                  Body-Gourd (5) (either lane 4 or 5)

      (Betting Photosynthesiser

      got used earlier)

      Wall-Knight, 2 health, at least 1 block left

      5 + 3 = 8

      11 - 8 = 3 sun wasted

      The Plank Walker gets blocked thanks to Body Gourd, giving Wall-Knight a Nut Signal to use on lane 3, Cap'n blocks Warlord, Commander gets blocked by a Wall-Nut and Body-Gourd finishes off Brain Freeze

      I didn't include Premium Changes, but that works too

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    • Waddle Dee Guy wrote:

      Thinklogic wrote:
      RandomzSunfish23901 wrote:
      Quick bump

      With the upcoming Premium set changes:

      Wall-Knight: 2

      Brain Freeze: 3

      Field: All ground. Empty

      Turn: 11

      Zombies: A Plank Walker is played in lane 1. It spawns an Intergalactic Warlord in lane 2 and Imp Commander in lane 3.

      Plants: Two legendaries are played: ___ on lane 2 and ___. 3 sun is wasted and no zombies are hurt or destroyed and Brain Freeze is not hurt.

      Tricks: Area 22 is played under the Imp Commander

      End of Fight: Plants wins

      I dont think this is possible...

      11 Sun, 3 wasted so only 8 is spent. If you look at the legendaries available for Solar and Guardian, most of them cost 5 or more thus impossible to place two of them.

      The ONLY Solar/Guardian legendary plant that costs less than 5 Sun is Briar Rose, which will be reduced to 4 Sun. However its impossible to win with two Briar Roses, since Plank Walker would kill WallKnight before their effect activates.

      Do you count Superpowers as legendaries?

      Let's see the field as I think it looks like before the fight:

      Brain Freeze, 3 health, no blocks

      1                        2                       3                                         4                         5

      Plank Walker     Warlord         Imp Commander 

      7/7 (buff)         3/3   (buff)       5/7 Frenzy  (double buff)

                                                       Area 22

      1/4                                                                         3/6

      Cap'n Cucumber (3) on  LANE 2                                  Body-Gourd (5) (either lane 4 or 5)

      (Betting Photosynthesiser

      got used earlier)

      Wall-Knight, 2 health, at least 1 block left

      5 + 3 = 8

      11 - 8 = 3 sun wasted

      The Plank Walker gets blocked thanks to Body Gourd, giving Wall-Knight a Nut Signal to use on lane 3, Cap'n blocks Warlord, Commander gets blocked by a Wall-Nut and Body-Gourd finishes off Brain Freeze

      I didn't include Premium Changes, but that works too

      No. It was my dumb mistakw thinking Poppin Poppies costed 4 sun since it is a 4/4. Also Nut Signal is Super Rare.

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    • RandomzSunfish23901 wrote:

      Waddle Dee Guy wrote:

      Thinklogic wrote:
      RandomzSunfish23901 wrote:
      Quick bump

      With the upcoming Premium set changes:

      Wall-Knight: 2

      Brain Freeze: 3

      Field: All ground. Empty

      Turn: 11

      Zombies: A Plank Walker is played in lane 1. It spawns an Intergalactic Warlord in lane 2 and Imp Commander in lane 3.

      Plants: Two legendaries are played: ___ on lane 2 and ___. 3 sun is wasted and no zombies are hurt or destroyed and Brain Freeze is not hurt.

      Tricks: Area 22 is played under the Imp Commander

      End of Fight: Plants wins

      I dont think this is possible...
      11 Sun, 3 wasted so only 8 is spent. If you look at the legendaries available for Solar and Guardian, most of them cost 5 or more thus impossible to place two of them.

      The ONLY Solar/Guardian legendary plant that costs less than 5 Sun is Briar Rose, which will be reduced to 4 Sun. However its impossible to win with two Briar Roses, since Plank Walker would kill WallKnight before their effect activates.

      Do you count Superpowers as legendaries?

      Let's see the field as I think it looks like before the fight:

      Brain Freeze, 3 health, no blocks

      1                        2                       3                                         4                         5

      Plank Walker     Warlord         Imp Commander 

      7/7 (buff)         3/3   (buff)       5/7 Frenzy  (double buff)

      Area 22

      1/4                                                                         3/6

      Cap'n Cucumber (3) on  LANE 2                                  Body-Gourd (5) (either lane 4 or 5)

      (Betting Photosynthesiser

      got used earlier)

      Wall-Knight, 2 health, at least 1 block left

      5 + 3 = 8

      11 - 8 = 3 sun wasted

      The Plank Walker gets blocked thanks to Body Gourd, giving Wall-Knight a Nut Signal to use on lane 3, Cap'n blocks Warlord, Commander gets blocked by a Wall-Nut and Body-Gourd finishes off Brain Freeze

      I didn't include Premium Changes, but that works too

      No. It was my dumb mistakw thinking Poppin Poppies costed 4 sun since it is a 4/4. Also Nut Signal is Super Rare.


      But you can get it from a block, right?

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    • Waddle Dee Guy wrote:

      RandomzSunfish23901 wrote:

      Waddle Dee Guy wrote:

      Thinklogic wrote:
      RandomzSunfish23901 wrote:
      Quick bump

      With the upcoming Premium set changes:

      Wall-Knight: 2

      Brain Freeze: 3

      Field: All ground. Empty

      Turn: 11

      Zombies: A Plank Walker is played in lane 1. It spawns an Intergalactic Warlord in lane 2 and Imp Commander in lane 3.

      Plants: Two legendaries are played: ___ on lane 2 and ___. 3 sun is wasted and no zombies are hurt or destroyed and Brain Freeze is not hurt.

      Tricks: Area 22 is played under the Imp Commander

      End of Fight: Plants wins

      I dont think this is possible...
      11 Sun, 3 wasted so only 8 is spent. If you look at the legendaries available for Solar and Guardian, most of them cost 5 or more thus impossible to place two of them.

      The ONLY Solar/Guardian legendary plant that costs less than 5 Sun is Briar Rose, which will be reduced to 4 Sun. However its impossible to win with two Briar Roses, since Plank Walker would kill WallKnight before their effect activates.

      Do you count Superpowers as legendaries?

      Let's see the field as I think it looks like before the fight:

      Brain Freeze, 3 health, no blocks

      1                        2                       3                                         4                         5

      Plank Walker     Warlord         Imp Commander 

      7/7 (buff)         3/3   (buff)       5/7 Frenzy  (double buff)

      Area 22

      1/4                                                                         3/6

      Cap'n Cucumber (3) on  LANE 2                                  Body-Gourd (5) (either lane 4 or 5)

      (Betting Photosynthesiser

      got used earlier)

      Wall-Knight, 2 health, at least 1 block left

      5 + 3 = 8

      11 - 8 = 3 sun wasted

      The Plank Walker gets blocked thanks to Body Gourd, giving Wall-Knight a Nut Signal to use on lane 3, Cap'n blocks Warlord, Commander gets blocked by a Wall-Nut and Body-Gourd finishes off Brain Freeze

      I didn't include Premium Changes, but that works too

      No. It was my dumb mistakw thinking Poppin Poppies costed 4 sun since it is a 4/4. Also Nut Signal is Super Rare.


      But you can get it from a block, right?

      I never said you could use tricks

        Loading editor
    • Ive been away for a while...

      This one is pretty tricky


      Fill in the Blanks:

      The Zombie Hero appears to be hacking, and somehow put Force-Field in their deck, except it shields zombies instead of plants

      Start: Lane 1 is water. Lanes 2, and 5 are occupied by 1/1 Button Shrooms and Parasol Zombies.

      Lane 3 is the Zombie enviroment ___________. It's completely empty.

      Lane 4 is a glitched Force Field enviroment that shields zombies instead of plants. A shroom for two is here (with a Puff-Shroom infront of it)


      Zombie Phase: A Trickster is played in the glitched Force-Field, destroying the Puff-Shroom.

      Plants Phase: The plant hero plays 3 cards that each cost 1-Sun. One of these cards played is a Superpower.

      The plant hero must be able to play those plants and that Superpower. They must also be able to play Button Shrooms (so they're Kabloom class obviously)

      Zombie Tricks: Nothing is played, no zombies are damaged/destroyed.

      Combat: The Trickster is destroyed.


      Remember: Parasol Zombie grants trick immunity to zombies next door. This includes superpowers.

        Loading editor
    • Thinklogic wrote:
      Ive been away for a while...

      This one is pretty tricky


      Fill in the Blanks:

      The Zombie Hero appears to be hacking, and somehow put Force-Field in their deck, except it shields zombies instead of plants

      Start: Lane 1 is water. Lanes 2, and 5 are occupied by 1/1 Button Shrooms and Parasol Zombies.

      Lane 3 is the Zombie enviroment ___________. It's completely empty.

      Lane 4 is a glitched Force Field enviroment that shields zombies instead of plants. A shroom for two is here (with a Puff-Shroom infront of it)


      Zombie Phase: A Trickster is played in the glitched Force-Field, destroying the Puff-Shroom.

      Plants Phase: The plant hero plays 3 cards that each cost 1-Sun. One of these cards played is a Superpower.

      The plant hero must be able to play those plants and that Superpower. They must also be able to play Button Shrooms (so they're Kabloom class obviously)

      Zombie Tricks: Nothing is played, no zombies are damaged/destroyed.

      Combat: The Trickster is destroyed.


      Remember: Parasol Zombie grants trick immunity to zombies next door. This includes superpowers.

      water

      LANE 2                LANE 3               LANE 4             LANE 5

      Parasol Zombie                           Trickster                 Parasol Zombie

      3/6                                                6/6                        3/6

                               ___                  Hack Field

      1/1                                                     1/1              1/1

      Button                                       Shroom for Two           Button

      I imagine my enemy is Brainstorm and that the enviroment is Medulla Nebulla/Meteor Z

      Playing as Cap'n Combustuble, I move the Trickster to lane 2 using Sweet Potato, then behind it a Bonk Choy (example) and to the finish I Blazing Bark any of those since the signature is directed to plants, not zombies

        Loading editor
    • Waddle Dee Guy wrote:
      Thinklogic wrote:
      Ive been away for a while...

      This one is pretty tricky


      Fill in the Blanks:

      The Zombie Hero appears to be hacking, and somehow put Force-Field in their deck, except it shields zombies instead of plants

      Start: Lane 1 is water. Lanes 2, and 5 are occupied by 1/1 Button Shrooms and Parasol Zombies.

      Lane 3 is the Zombie enviroment ___________. It's completely empty.

      Lane 4 is a glitched Force Field enviroment that shields zombies instead of plants. A shroom for two is here (with a Puff-Shroom infront of it)


      Zombie Phase: A Trickster is played in the glitched Force-Field, destroying the Puff-Shroom.

      Plants Phase: The plant hero plays 3 cards that each cost 1-Sun. One of these cards played is a Superpower.

      The plant hero must be able to play those plants and that Superpower. They must also be able to play Button Shrooms (so they're Kabloom class obviously)

      Zombie Tricks: Nothing is played, no zombies are damaged/destroyed.

      Combat: The Trickster is destroyed.


      Remember: Parasol Zombie grants trick immunity to zombies next door. This includes superpowers.

      water

      LANE 2                LANE 3               LANE 4             LANE 5

      Parasol Zombie                           Trickster                 Parasol Zombie

      3/6                                                6/6                        3/6

                             ___                  Hack Field

      1/1                                                     1/1              1/1

      Button                                       Shroom for Two           Button

      I imagine my enemy is Brainstorm and that the enviroment is Medulla Nebulla/Meteor Z

      Playing as Cap'n Combustuble, I move the Trickster to lane 2 using Sweet Potato, then behind it a Bonk Choy (example) and to the finish I Blazing Bark any of those since the signature is directed to plants, not zombies

      I actually edited the riddle on my tablet after posting it, but it didnt seem to change it. Your answer is correct, but can you figure it out with the following change?

      -> All 3 cards played by the plant hero are of the same tribe.

        Loading editor
    • Thinklogic wrote:
      Waddle Dee Guy wrote:
      Thinklogic wrote:
      Ive been away for a while...

      This one is pretty tricky


      Fill in the Blanks:

      The Zombie Hero appears to be hacking, and somehow put Force-Field in their deck, except it shields zombies instead of plants

      Start: Lane 1 is water. Lanes 2, and 5 are occupied by 1/1 Button Shrooms and Parasol Zombies.

      Lane 3 is the Zombie enviroment ___________. It's completely empty.

      Lane 4 is a glitched Force Field enviroment that shields zombies instead of plants. A shroom for two is here (with a Puff-Shroom infront of it)


      Zombie Phase: A Trickster is played in the glitched Force-Field, destroying the Puff-Shroom.

      Plants Phase: The plant hero plays 3 cards that each cost 1-Sun. One of these cards played is a Superpower.

      The plant hero must be able to play those plants and that Superpower. They must also be able to play Button Shrooms (so they're Kabloom class obviously)

      Zombie Tricks: Nothing is played, no zombies are damaged/destroyed.

      Combat: The Trickster is destroyed.


      Remember: Parasol Zombie grants trick immunity to zombies next door. This includes superpowers.

      water

      LANE 2                LANE 3               LANE 4             LANE 5

      Parasol Zombie                           Trickster                 Parasol Zombie

      3/6                                                6/6                        3/6

                           ___                  Hack Field

      1/1                                                     1/1              1/1

      Button                                       Shroom for Two           Button

      I imagine my enemy is Brainstorm and that the enviroment is Medulla Nebulla/Meteor Z

      Playing as Cap'n Combustuble, I move the Trickster to lane 2 using Sweet Potato, then behind it a Bonk Choy (example) and to the finish I Blazing Bark any of those since the signature is directed to plants, not zombies

      I actually edited the riddle on my tablet after posting it, but it didnt seem to change it. Your answer is correct, but can you figure it out with the following change?

      -> All 3 cards played by the plant hero are of the same tribe.


      Ez

      Time to Shine on Bonk Choy

        Loading editor
    • Waddle Dee Guy wrote:

      Thinklogic wrote:
      Waddle Dee Guy wrote:
      Thinklogic wrote:
      Ive been away for a while...

      This one is pretty tricky


      Fill in the Blanks:

      The Zombie Hero appears to be hacking, and somehow put Force-Field in their deck, except it shields zombies instead of plants

      Start: Lane 1 is water. Lanes 2, and 5 are occupied by 1/1 Button Shrooms and Parasol Zombies.

      Lane 3 is the Zombie enviroment ___________. It's completely empty.

      Lane 4 is a glitched Force Field enviroment that shields zombies instead of plants. A shroom for two is here (with a Puff-Shroom infront of it)


      Zombie Phase: A Trickster is played in the glitched Force-Field, destroying the Puff-Shroom.

      Plants Phase: The plant hero plays 3 cards that each cost 1-Sun. One of these cards played is a Superpower.

      The plant hero must be able to play those plants and that Superpower. They must also be able to play Button Shrooms (so they're Kabloom class obviously)

      Zombie Tricks: Nothing is played, no zombies are damaged/destroyed.

      Combat: The Trickster is destroyed.


      Remember: Parasol Zombie grants trick immunity to zombies next door. This includes superpowers.

      water

      LANE 2                LANE 3               LANE 4             LANE 5

      Parasol Zombie                           Trickster                 Parasol Zombie

      3/6                                                6/6                        3/6

                           ___                  Hack Field

      1/1                                                     1/1              1/1

      Button                                       Shroom for Two           Button

      I imagine my enemy is Brainstorm and that the enviroment is Medulla Nebulla/Meteor Z

      Playing as Cap'n Combustuble, I move the Trickster to lane 2 using Sweet Potato, then behind it a Bonk Choy (example) and to the finish I Blazing Bark any of those since the signature is directed to plants, not zombies

      I actually edited the riddle on my tablet after posting it, but it didnt seem to change it. Your answer is correct, but can you figure it out with the following change?

      -> All 3 cards played by the plant hero are of the same tribe.


      Ez

      Time to Shine on Bonk Choy

      "Tribe"

        Loading editor
    • The only 1-cost moving plants are Banana Peel and Sweet Potato, so it has to be either a root or a banana? None of the 1 cost environments have tribes either. If it were possible, I would SP and Tater Toss, but obviously that isn't an answer.

        Loading editor
    • Bump

        Loading editor
    • RandomzSunfish23901 wrote:
      The only 1-cost moving plants are Banana Peel and Sweet Potato, so it has to be either a root or a banana? None of the 1 cost environments have tribes either. If it were possible, I would SP and Tater Toss, but obviously that isn't an answer.

      There are more.

      In the last update, several plants changed tribe so they could synergize with Galactic Gardens (Ex: Soul Patch went from Vine to Flower Root). The required plant is one of them

        Loading editor
    • I give up

        Loading editor
    • RandomzSunfish23901 wrote:
      I give up

      Answer: 3 Root cards

      In the last update, Garlic became a Root plant and lost it's onion tribe.


      Setup:

      -Lane 3 is a Area 22 Enviroment

      -Garlic is played in Lane 4 infront of the Shroom for Two

      -Tater Toss and Potatoe Mine are played in Lane 3, all Root tribe and cost 1-Sun.


      You have not known this, but I have seen this many times using Area 22.

      -> There is a mechanic in the game where if a zombie without frenzy destroys a garlic and moves into Area 22 and gains Frenzy, it will do a bonus attack.

      -When Trickster destroys the Garlic, it will be moved to lane 3 (to the left) and become 8/8 and lose it's shield. It will do a bonus attack due to gaining Frenzy, destroying the Potatoe Mine and the Hot Head, destroying himself in the process.

        Loading editor
    • I guess I'll try a simple one.

      Zombie Hero: 6

      Wall-Knight: 30

      Field: All lanes are ground, Jack-o-Lanterns in all lanes. All blocks are gone.

      Zombies: A ______ is played on lane 2. Less than 7 brains are spent.

      Plants: Doom-Shroom (If possible)

      Tricks: Any two non-signature Superpowers _____ and ______ are used.

      Before Combat: No plants or zombies are hurt or destroyed.

      Before End of Turn: Zombies Win

        Loading editor
    • RandomzSunfish23901 wrote:
      I guess I'll try a simple one.

      Zombie Hero: 6

      Wall-Knight: 30

      Field: All lanes are ground, Jack-o-Lanterns in all lanes. All blocks are gone.

      Zombies: A ______ is played on lane 2. Less than 7 brains are spent.

      Plants: Doom-Shroom (If possible)

      Tricks: Any two non-signature Superpowers _____ and ______ are used.

      Before Combat: No plants or zombies are hurt or destroyed.

      Before End of Turn: Zombies Win

      Is RNG allowed? (Ex: You can spawn whatever you want with Summoning as long as it costs 2 brains or less)

        Loading editor
    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      I guess I'll try a simple one.

      Zombie Hero: 6

      Wall-Knight: 30

      Field: All lanes are ground, Jack-o-Lanterns in all lanes. All blocks are gone.

      Zombies: A ______ is played on lane 2. Less than 7 brains are spent.

      Plants: Doom-Shroom (If possible)

      Tricks: Any two non-signature Superpowers _____ and ______ are used.

      Before Combat: No plants or zombies are hurt or destroyed.

      Before End of Turn: Zombies Win

      Is RNG allowed? (Ex: You can spawn whatever you want with Summoning as long as it costs 2 brains or less)

      No RNG, Conjure, or reduced costs

        Loading editor
    • Hint: I said ANY 2 non-signature duperpowers. A real hero may not have these two.

        Loading editor
    • My guess is Space Cowboy, with the powerups Possessed and Brute Strength

      The Zombie hero takes 2 damage twice, but then the Space Cowboy with Frenzy will start doing bonus attacks as soon as it enters the next lane (due to Frenzy) and destroying the Jack-o-Latern before it can attack again.

      It will attack 4 times in each lane except the 5th, where it will not go right but just do another bonus attack for destroying the Jack-o-Lantern, defeating the plant hero.

        Loading editor
    • Thinklogic wrote: My guess is Space Cowboy, with the powerups Possessed and Brute Strength

      The Zombie hero takes 2 damage twice, but then the Space Cowboy with Frenzy will start doing bonus attacks as soon as it enters the next lane (due to Frenzy) and destroying the Jack-o-Latern before it can attack again.

      It will attack 4 times in each lane except the 5th, where it will not go right but just do another bonus attack for destroying the Jack-o-Lantern, defeating the plant hero.

      Correct!

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote: My guess is Space Cowboy, with the powerups Possessed and Brute Strength

      The Zombie hero takes 2 damage twice, but then the Space Cowboy with Frenzy will start doing bonus attacks as soon as it enters the next lane (due to Frenzy) and destroying the Jack-o-Latern before it can attack again.

      It will attack 4 times in each lane except the 5th, where it will not go right but just do another bonus attack for destroying the Jack-o-Lantern, defeating the plant hero.

      Correct!

      How about this:


      Fill in the Blanks: A Set 3 card is required for this one (and it was talked this card quite a bit in the disccusion forum). I'll give hints if needed

      This one is pretty difficult, you're going to need to think of a way to do MASSIVE DAMAGE

      Start: Lane 1 is a zombie enviroment. Lanes 2, 3, and 4 are a plant enviroment. Lane 5 is ground and empty


      The Zombie Hero has 30 Health.

      The Plant hero has 185 Health.


      Zombie Phase: A _________ is played in lane 1, and a _________ is played in lane 5.

      The total cost of the two zombies and the zombie enviroment in lane 1 is 16 Brains

      Plants Phase: A Wall-Nut is played in all five lanes, and a _______ is played behind each Wall-Nut


      Zombie Tricks: One trick is used on the zombie in lane 1.

      During Combat: The Zombie Hero wins


      No RNG or Superpowers

        Loading editor
    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote: My guess is Space Cowboy, with the powerups Possessed and Brute Strength

      The Zombie hero takes 2 damage twice, but then the Space Cowboy with Frenzy will start doing bonus attacks as soon as it enters the next lane (due to Frenzy) and destroying the Jack-o-Latern before it can attack again.

      It will attack 4 times in each lane except the 5th, where it will not go right but just do another bonus attack for destroying the Jack-o-Lantern, defeating the plant hero.

      Correct!

      How about this:


      Fill in the Blanks: A Set 3 card is required for this one (and it was talked this card quite a bit in the disccusion forum). I'll give hints if needed

      This one is pretty difficult, you're going to need to think of a way to do MASSIVE DAMAGE

      Start: Lane 1 is a zombie enviroment. Lanes 2, 3, and 4 are a plant enviroment. Lane 5 is ground and empty


      The Zombie Hero has 30 Health.

      The Plant hero has 185 Health.


      Zombie Phase: A _________ is played in lane 1, and a _________ is played in lane 5.

      The total cost of the two zombies and the zombie enviroment in lane 1 is 16 Brains

      Plants Phase: A Wall-Nut is played in all five lanes, and a _______ is played behind each Wall-Nut


      Zombie Tricks: One trick is used on the zombie in lane 1.

      During Combat: The Zombie Hero wins


      No RNG or Superpowers

      Does 30 health mean anything?

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote: My guess is Space Cowboy, with the powerups Possessed and Brute Strength

      The Zombie hero takes 2 damage twice, but then the Space Cowboy with Frenzy will start doing bonus attacks as soon as it enters the next lane (due to Frenzy) and destroying the Jack-o-Latern before it can attack again.

      It will attack 4 times in each lane except the 5th, where it will not go right but just do another bonus attack for destroying the Jack-o-Lantern, defeating the plant hero.

      Correct!
      How about this:


      Fill in the Blanks: A Set 3 card is required for this one (and it was talked this card quite a bit in the disccusion forum). I'll give hints if needed

      This one is pretty difficult, you're going to need to think of a way to do MASSIVE DAMAGE

      Start: Lane 1 is a zombie enviroment. Lanes 2, 3, and 4 are a plant enviroment. Lane 5 is ground and empty


      The Zombie Hero has 30 Health.

      The Plant hero has 185 Health.


      Zombie Phase: A _________ is played in lane 1, and a _________ is played in lane 5.

      The total cost of the two zombies and the zombie enviroment in lane 1 is 16 Brains

      Plants Phase: A Wall-Nut is played in all five lanes, and a _______ is played behind each Wall-Nut


      Zombie Tricks: One trick is used on the zombie in lane 1.

      During Combat: The Zombie Hero wins


      No RNG or Superpowers

      Does 30 health mean anything?

      Nope.


      Here's a hint:

      Only Immorticia and Grass Knuckles can play all the plants/zombies/enviroments required.

        Loading editor
    • Here's a hard one

      You as a Zombie hero which somehow has all classes- 1 HP

      Plant Hero which somehow also has all classes- 50 Hp

      All ground lanes

      All lanes are the same plant environments. The cost of the environments are 25.

      There's a standard 1/1 plant and Zombie in the second lane, a _____ in the first lane that has a when___ ability, with a set one legendary. There's a Set 3 Zombie in the third lane with a 3 health wall nut. There's a I_______ Z_____with a Seedling in lane four, there's a plant with strikethrough in lane five.


      Hints:

      First lane: cost 10 (combined)

      Second lane: cost 2 (combined)

      Fourth Lane: The Zombie in this lane can be spawned by summoning and mystery eggs

      One of the zombies has a "most" (e.g. Most health, most strength, etc)

      The Zombie hero has played a Quasar Wizard before

      Zombie play, ____________ are spawned in lane five.

      Plants play, plants play the same 3 cost trick on every plant, which gave them extra stats .

      Zombie tricks, a One cost history trick is played, conjuring another one cost history card, which was also played. A crazy trick was played. Then, then each lane without a plant's environments were replaced with zombie ones which gave them frenzy and something else. Played this allowed a zombie to transform into a GG pirate zombie. Another different 2 cost environment was played in lane one, doing something to the plant there. Then another crazy trick was played. After that, a non signature superpower was played on the Zombie in lane three

      Before combat: two plants are dead, the rest of the plants had one health remaining except for one, the plant hero has 42 HP. A zombie was destroyed.

      After combat in lane one: Both fighters are dead, a legendary zombie was spawned there. The plant hero is on 30 health

      After combat in lane two, nothing happened.

      After Combat in lane three, the plant there was destroyed, then the plant hero is on 12 health

      After Combat in lane four, the plant hero got defeated

        Loading editor
    • ^ I keep getting lost reading all that. I'll do a simpler riddle


      Fill in the blanks: xXplantslayerXx Edition


      Start: Set 3 cards are used. All lanes are ground, except for lane 3 which is a _______ zombie enviroment. Lane 3 also has a zombie with a trick used on it.

      The total cost of the enviroment, zombie, and the trick is 5 Brains.

      Zombie Phase: Nothing

      Plants Phase: A Corncopia is played in lane 1. It creates random leafy, pepper, and pea plants in lanes 2-4, and another Corncopia in lane 5, which creates a Wallnut infront of all the other plants

      No matter what plants were spawned in lanes 2-4...

      The zombie then destroys every plant on the field on it's own without the plant phase ending.

      How is this possible? No RNG on the zombie's part

        Loading editor
    • Thinklogic wrote: ^ I keep getting lost reading all that. I'll do a simpler riddle


      Fill in the blanks: xXplantslayerXx Edition


      Start: Set 3 cards are used. All lanes are ground, except for lane 3 which is a _______ zombie enviroment. Lane 3 also has a zombie with a trick used on it.

      The total cost of the enviroment, zombie, and the trick is 5 Brains.

      Zombie Phase: Nothing

      Plants Phase: A Corncopia is played in lane 1. It creates random leafy, pepper, and pea plants in lanes 2-4, and another Corncopia in lane 5, which creates a Wallnut infront of all the other plants

      No matter what plants were spawned in lanes 2-4...

      The zombie then destroys every plant on the field on it's own without the plant phase ending.

      How is this possible? No RNG on the zombie's part

      Hmmm. I'm pretty sure the trick is Super Stench or barrels of barrels. Then the zombie is barrel of deadbeards, and the plant spawned there was pod fighter which did a bonus attack which activated the ability and killed everything and let's say the environment was transformation station which would make it 2+2+1=5

        Loading editor
    • By the way a hint for my puzzle is that the Set three zombie's description is based off a idiom and that the GG pirate zombie has a monkey.

        Loading editor
    • Davidjnzhu0306 wrote:

      Thinklogic wrote: ^ I keep getting lost reading all that. I'll do a simpler riddle


      Fill in the blanks: xXplantslayerXx Edition


      Start: Set 3 cards are used. All lanes are ground, except for lane 3 which is a _______ zombie enviroment. Lane 3 also has a zombie with a trick used on it.

      The total cost of the enviroment, zombie, and the trick is 5 Brains.

      Zombie Phase: Nothing

      Plants Phase: A Corncopia is played in lane 1. It creates random leafy, pepper, and pea plants in lanes 2-4, and another Corncopia in lane 5, which creates a Wallnut infront of all the other plants

      No matter what plants were spawned in lanes 2-4...

      The zombie then destroys every plant on the field on it's own without the plant phase ending.

      How is this possible? No RNG on the zombie's part

      Hmmm. I'm pretty sure the trick is Super Stench or barrels of barrels. Then the zombie is barrel of deadbeards, and the plant spawned there was pod fighter which did a bonus attack which activated the ability and killed everything and let's say the environment was transformation station which would make it 2+2+1=5

      I think I should have been more clear with this, its...

      Lane 2: Leafy

      Lane 3: Pepper

      Lane 4: Pea

      No pepper plant is able to destroy/hurt the zombie. (Chilly Pepper can freeze it though). The result is also the same regardless of which plants of those types spawn.

        Loading editor
    • RandomzSunfish23901
      RandomzSunfish23901 removed this reply because:
      Nope
      02:42, July 12, 2017
      This reply has been removed
    • Bump

        Loading editor
    • I give up

        Loading editor
    • RandomzSunfish23901 wrote:
      I give up

      Fire Rooster + Hunting Grounds + Barrel of Barrels.

      When Corncopia is played, zombies with Hunt will move to each lane a plant was made. 

      In this instance, the Fire Rooster will go to each lane, and do 1 damage to each plant there, destroying it due to deadly.

      I specified plant types to not include berries or roots, otherwise a Tought Beets or Bluesberry would end Fire Roosters rampage

        Loading editor
    • Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

        Loading editor
    • Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Cosmoss

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Cosmoss


      yiss

        Loading editor
    • How about...


      Start: All lanes are empty and ground. Cards can be from any set including Set 3 and 4, but the card must be able to be put in a deck (Ex: No Lil'Buddy or Trapper enviroments)


      Zombie Phase: A ______ is played in lane 3

      Plants Phase: A Pear Cub is played in lane 3.

      Tricks: A _______ enviroment is played in lane 3. It does not have any effect on the zombie or the plant.

      After Combat: The Pear Cub is destroyed, and the Grizzly Pear it spawned is also destroyed, but the plant hero takes no damage.

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    • Thinklogic wrote: How about...


      Start: All lanes are empty and ground. Cards can be from any set including Set 3 and 4, but the card must be able to be put in a deck (Ex: No Lil'Buddy or Trapper enviroments)


      Zombie Phase: A ______ is played in lane 3

      Plants Phase: A Pear Cub is played in lane 3.

      Tricks: A _______ enviroment is played in lane 3. It does not have any effect on the zombie or the plant.

      After Combat: The Pear Cub is destroyed, and the Grizzly Pear it spawned is also destroyed, but the plant hero takes no damage.

      Barrel of Deadbeards on a Raptor Grounds

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote: How about...


      Start: All lanes are empty and ground. Cards can be from any set including Set 3 and 4, but the card must be able to be put in a deck (Ex: No Lil'Buddy or Trapper enviroments)


      Zombie Phase: A ______ is played in lane 3

      Plants Phase: A Pear Cub is played in lane 3.

      Tricks: A _______ enviroment is played in lane 3. It does not have any effect on the zombie or the plant.

      After Combat: The Pear Cub is destroyed, and the Grizzly Pear it spawned is also destroyed, but the plant hero takes no damage.

      Barrel of Deadbeards on a Raptor Grounds

      Yuus

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    • Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Galacta Cactus

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    • Davidjnzhu0306 wrote:

      Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Galacta Cactus

      Intended answer was cosmoss but that works too


      Next! For this puzzle RNG is used. Pretty simple


      Start: Lanes are same as PvP, and empty. Its turn 9 and the zombie hero is Super Brainz

      Zombies: 2 zombies are played.

      Plants: Before playing anything, they have 5 sun remaining.

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    • Thinklogic wrote:

      Davidjnzhu0306 wrote:

      Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Galacta Cactus

      Intended answer was cosmoss but that works too


      Next! For this puzzle RNG is used. Pretty simple


      Start: Lanes are same as PvP, and empty. Its turn 9 and the zombie hero is Super Brainz

      Zombies: 2 zombies are played.

      Plants: Before playing anything, they have 5 sun remaining.

      Two Ra Zombies are played from Triplication with two Dr. Whos when they were conjured

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      Davidjnzhu0306 wrote:

      Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Galacta Cactus
      Intended answer was cosmoss but that works too


      Next! For this puzzle RNG is used. Pretty simple


      Start: Lanes are same as PvP, and empty. Its turn 9 and the zombie hero is Super Brainz

      Zombies: 2 zombies are played.

      Plants: Before playing anything, they have 5 sun remaining.

      Two Ra Zombies are played from Triplication with two Dr. Whos when they were conjured

      I recall stating earlier everything is presumed to be default in my riddles unless specified (Ex: Trickster costs 10 brains, Potted Powerhouse is 3/3).

      In this case, Super Brains starts with only Brainy and Sneaky cards, all at default price/stats.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:

      Davidjnzhu0306 wrote:

      Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Galacta Cactus
      Intended answer was cosmoss but that works too


      Next! For this puzzle RNG is used. Pretty simple


      Start: Lanes are same as PvP, and empty. Its turn 9 and the zombie hero is Super Brainz

      Zombies: 2 zombies are played.

      Plants: Before playing anything, they have 5 sun remaining.

      Two Ra Zombies are played from Triplication with two Dr. Whos when they were conjured

      I recall stating earlier everything is presumed to be default in my riddles unless specified (Ex: Trickster costs 10 brains, Potted Powerhouse is 3/3).

      In this case, Super Brains starts with only Brainy and Sneaky cards, all at default price/stats.

      Are Set 3 cards included or excluded in your riddles?

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:


      Davidjnzhu0306 wrote:

      Thinklogic wrote: Simple Riddle:


      Start: All lanes are empty and ground. There are NO Set 3 cards in this.


      Zombie Phase: A gravestone is played in lane 3.

      Plants Phase: A 1-Sun plant is played in lane 3.

      Tricks: The gravestone is revealed to be a Trapper zombie. He uses his ability in the same lane.

      Combat: The Trapper zombie is defeated.

      Galacta Cactus
      Intended answer was cosmoss but that works too


      Next! For this puzzle RNG is used. Pretty simple


      Start: Lanes are same as PvP, and empty. Its turn 9 and the zombie hero is Super Brainz

      Zombies: 2 zombies are played.

      Plants: Before playing anything, they have 5 sun remaining.

      Two Ra Zombies are played from Triplication with two Dr. Whos when they were conjured
      I recall stating earlier everything is presumed to be default in my riddles unless specified (Ex: Trickster costs 10 brains, Potted Powerhouse is 3/3).

      In this case, Super Brains starts with only Brainy and Sneaky cards, all at default price/stats.

      Are Set 3 cards included or excluded in your riddles?

      Included, unless specified it doesnt.

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    • Zombot Dinotron Mechasaurus and Regifting Zombie, which spawns two Ra Zombies from ZDM's ability

        Loading editor
    • RandomzSunfish23901 wrote:
      Zombot Dinotron Mechasaurus and Regifting Zombie, which spawns two Ra Zombies from ZDM's ability

      Yuss

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    • Simple one

      Grass Knuckles: 1

      Rustbolt: 16

      Normal lanes, empty, GK has full block meter. Rustbolt has no block meter

      Zombies: A Buckethead is played in lanes 3 and 4.

      Plants: A plant ______ is played in lane 2. A trick _______ is played. The cost of the plant is less than 4

      Tricks: Cut Down to Size and Rolling Stone are used. Beam Me Up is used in lane 2. No plants or zombies are buffed, destroyed, or changed.

      During combat: GK blocks and uses ______. Plants win

      (rules for all riddles: no rng, superpowers, Conjure, and all sets)

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    • Sorry for thw multiple edits. I missed something

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    • Bumpity bump bump

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    • RandomzSunfish23901 wrote:
      Sorry for thw multiple edits. I missed something
      • Thinking intensifies*

      If both Cutdown to Size and Rolling Stone are used, there must of been more than 1 plant, yet I cant think of any Mega-Grow or Guardian cards that create more than one plant. It could be a trick that produces a second plant, but I dont know any.

      There is Poppin Poppies... but that costs more than 3.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Sorry for thw multiple edits. I missed something
      • Thinking intensifies*

      If both Cutdown to Size and Rolling Stone are used, there must of been more than 1 plant, yet I cant think of any Mega-Grow or Guardian cards that create more than one plant. It could be a trick that produces a second plant, but I dont know any.

      There is Poppin Poppies... but that costs more than 3.

      No, that's just saying plants with >4 strength and <3 strength are destroyed. I said that none are destroyed or changed

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Sorry for thw multiple edits. I missed something
      • Thinking intensifies*

      If both Cutdown to Size and Rolling Stone are used, there must of been more than 1 plant, yet I cant think of any Mega-Grow or Guardian cards that create more than one plant. It could be a trick that produces a second plant, but I dont know any.

      There is Poppin Poppies... but that costs more than 3.

      No, that's just saying plants with >4 strength and <3 strength are destroyed. I said that none are destroyed or changed

      I realize I should say "if possible" instead of making it that akward

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Sorry for thw multiple edits. I missed something
      • Thinking intensifies*

      If both Cutdown to Size and Rolling Stone are used, there must of been more than 1 plant, yet I cant think of any Mega-Grow or Guardian cards that create more than one plant. It could be a trick that produces a second plant, but I dont know any.

      There is Poppin Poppies... but that costs more than 3.

      No, that's just saying plants with >4 strength and <3 strength are destroyed. I said that none are destroyed or changed

      Eh, bad wording there. Those tricks can only be "used" if a plant can be destroyed by them.


      Answer: Split Pea + Espresso Fiesta

      -Plants Phase: Split Pea does 4 x 3 damage to Rustbolt

      -Combat Phase: Split Pea ability activates Grass Knuckles block, which grants Time to Shine. He uses it on Split Pea to remove the Space Cadet then do another 4 damage to Rustbolt, finishing him.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Sorry for thw multiple edits. I missed something
      • Thinking intensifies*

      If both Cutdown to Size and Rolling Stone are used, there must of been more than 1 plant, yet I cant think of any Mega-Grow or Guardian cards that create more than one plant. It could be a trick that produces a second plant, but I dont know any.

      There is Poppin Poppies... but that costs more than 3.

      No, that's just saying plants with >4 strength and <3 strength are destroyed. I said that none are destroyed or changed

      Eh, bad wording there. Those tricks can only be "used" if a plant can be destroyed by them.


      Answer: Split Pea + Espresso Fiesta

      -Plants Phase: Split Pea does 4 x 3 damage to Rustbolt

      -Combat Phase: Split Pea ability activates Grass Knuckles block, which grants Time to Shine. He uses it on Split Pea to remove the Space Cadet then do another 4 damage to Rustbolt, finishing him.

      Corvet

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    • Time for a complex riddle:


      Start: Lanes 1 and 2 are heights. Lanes 3, 4, and 5 are all ground. The plant hero is a Rose who has 20/40 health. (Due to Astro Vera or something)

      You are playing as Immorticia and made 9 brains this turn, and have 5 health left. Rose has a ton of Sun due to level modifiers.


      Ground lane ______ has a Teleportation Zombie


      Zombies Phase:

      A non-gravestone zombie is played in every lane, except the one with the Teleportation Zombie

      ->The total cost of zombies played on heights is 2 brains.

      -> On ground, the total cost is 7 Brains.


      Plants phase:

      Rose uses Lawnmower on every applicable target.

      She then places a Sportacus in lanes 1 and 2, Venus Flytrap Planet (enviroment), a Smashing Pumpkin and Navy Bean in lane 3, Astro-Cado in lane 4, and a Heartichoke with a second Navy Bean in lane 5.


      Zombie Tricks: Any remaining brains are spent however you wish.

      After Combat: Immorticia survives

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    • Does the 7 include the TP zombie?

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    • RandomzSunfish23901 wrote:
      Does the 7 include the TP zombie?


      Whats TP zombie?

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Does the 7 include the TP zombie?


      Whats TP zombie?

      Teleportation Zombie

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Does the 7 include the TP zombie?

      Whats TP zombie?
      Teleportation Zombie

      No, the Teleportation Zombie does not count for the 7 brains spent.

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    • So far, Parasol Zombie is in lane 4, tp in either lane 3 or 5, and a 3-drop in the other lane. Still working on it

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    • Brain Vendor in lane 3, an environment to replace Venus Flytraplanet (Total Eclipse or Medulla Nebulla) and a 1 cost trick or superpower

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    • Maybe the Parasol has to do a bonus attack

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    • Never said superpowers could be used.


      You have to note the 2 Sportacus, you can only play 1 trick, the second one they kill you (except Nibble, you heal a bit but it won't do much) 

      3 Brains is enough to either Rocket Science/LFL the Astro-Cado, or use a 2-drop to replace the Venus Flytrap so the Heartichoke doesnt kill you.

      So many threats... so little brains... (and health)


      Hint: There are 2 one brain zombies in the first two lanes. Maybe they can help?

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    • Thinklogic wrote: Never said superpowers could be used.


      You have to note the 2 Sportacus, you can only play 1 trick, the second one they kill you (except Nibble, you heal a bit but it won't do much) 

      3 Brains is enough to either Rocket Science/LFL the Astro-Cado, or use a 2-drop to replace the Venus Flytrap so the Heartichoke doesnt kill you.

      So many threats... so little brains... (and health)


      Hint: There are 2 one brain zombies in the first two lanes. Maybe they can help?

      Maybe two Mustache Waxers into a TP'd Barbarous Barber in lane 4 and an environment in lane 3, but none of the zombies in lane 4 can be mustaches

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote: Never said superpowers could be used.


      You have to note the 2 Sportacus, you can only play 1 trick, the second one they kill you (except Nibble, you heal a bit but it won't do much) 

      3 Brains is enough to either Rocket Science/LFL the Astro-Cado, or use a 2-drop to replace the Venus Flytrap so the Heartichoke doesnt kill you.

      So many threats... so little brains... (and health)


      Hint: There are 2 one brain zombies in the first two lanes. Maybe they can help?

      Maybe two Mustache Waxers into a TP'd Barbarous Barber in lane 4 and an environment in lane 3, but none of the zombies in lane 4 can be mustaches

      Closer...

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    • Two Mustache Waxers on heights, Brain Vendor lane 3, Teleportation Zombie lane 4, Parasol Zombie lane 5. Lawnmower destroys Brain Vendor, then a 0-cost Zombot Drone Engineer is played in lane 3 due to Mustache Waxers. Astrocado is Rocket Scienced

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    • RandomzSunfish23901 wrote:
      Two Mustache Waxers on heights, Brain Vendor lane 3, Teleportation Zombie lane 4, Parasol Zombie lane 5. Lawnmower destroys Brain Vendor, then a 0-cost Zombot Drone Engineer is played in lane 3 due to Mustache Waxers. Astrocado is Rocket Scienced


      *Claps loudly*

      Any 2-Cost gravestone mustache works really

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    • Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights.

      Zombies: A _____ is played in lane 2

      Plants: No plants or tricks are played

      Tricks: Nothing

      Before the next turn: The Exploding Imp is destroyed

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    • RandomzSunfish23901 wrote: Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights.

      Zombies: A _____ is played in lane 2

      Plants: No plants or tricks are played

      Tricks: Nothing

      Before the next turn: The Exploding Imp is destroyed

      MUG uses Stats Reset!

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    • RandomzSunfish23901 wrote:
      Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights.

      Zombies: A _____ is played in lane 2

      Plants: No plants or tricks are played

      Tricks: Nothing

      Before the next turn: The Exploding Imp is destroyed

      I'm presuming the Exploding Imp is buffed. If it is, play Mixed-Up Gravedigger to reset it to 1 health, then at the end of the turn it destroys itself.

      EDIT: Looks like Yamma got it right before me. Can you answer this slight variation of the riddle?


      Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights

      Zombies: Nothing is played

      Plants: Nothing is played

      Zombie Tricks: A trick is played.

      Before next turn: The Exploding Imp is destroyed


      Note: There are two possible answers, one is a superpower and one isnt.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights.

      Zombies: A _____ is played in lane 2

      Plants: No plants or tricks are played

      Tricks: Nothing

      Before the next turn: The Exploding Imp is destroyed

      I'm presuming the Exploding Imp is buffed. If it is, play Mixed-Up Gravedigger to reset it to 1 health, then at the end of the turn it destroys itself.

      EDIT: Looks like Yamma got it right before me. Can you answer this slight variation of the riddle?


      Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights

      Zombies: Nothing is played

      Plants: Nothing is played

      Zombie Tricks: A trick is played.

      Before next turn: The Exploding Imp is destroyed


      Note: There are two possible answers, one is a superpower and one isnt.

      Barrel of Barrels or Super Stench

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights.

      Zombies: A _____ is played in lane 2

      Plants: No plants or tricks are played

      Tricks: Nothing

      Before the next turn: The Exploding Imp is destroyed

      I'm presuming the Exploding Imp is buffed. If it is, play Mixed-Up Gravedigger to reset it to 1 health, then at the end of the turn it destroys itself.

      EDIT: Looks like Yamma got it right before me. Can you answer this slight variation of the riddle?


      Start of Turn: An Exploding Imp with 500 health is in lane 1. All lanes are heights

      Zombies: Nothing is played

      Plants: Nothing is played

      Zombie Tricks: A trick is played.

      Before next turn: The Exploding Imp is destroyed


      Note: There are two possible answers, one is a superpower and one isnt.

      Barrel of Barrels or Super Stench

      Yus

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    • No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

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    • Bump

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    • RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

        Loading editor
    • Weird Conditions Riddle: Set 3 allowed


      Start: All lanes are water except for lane 1 which is a LBA. All are empty, except there are Waterchest Nuts in lanes 2 and 3.

      The zombie hero is Immorticia. The plant hero has 30 health


      Zombies Phase: The following zombies are played:

      2 that cost 2 Brains

      3 that cost 3 Brains

      1 that costs 4 Brains

      (Wait what?)

      One of these zombies was conjured by a Cosmic Zombie Immorticia can play.


      Plants phase: A 1-cost plant is played in lane 1.

      Tricks: None. No plants or zombies have been hurt or destroyed.

      Combat: The plant hero is defeated.


      What zombies were played? And what plant was in lane 1?

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

      Any class. You're on the right track.
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    • Thinklogic wrote: Weird Conditions Riddle: Set 3 allowed


      Start: All lanes are water except for lane 1 which is a LBA. All are empty, except there are Waterchest Nuts in lanes 2 and 3.

      The zombie hero is Immorticia. The plant hero has 30 health


      Zombies Phase: The following zombies are played:

      2 that cost 2 Brains

      3 that cost 3 Brains

      1 that costs 4 Brains

      (Wait what?)

      One of these zombies was conjured by a Cosmic Zombie Immorticia can play.


      Plants phase: A 1-cost plant is played in lane 1.

      Tricks: None. No plants or zombies have been hurt or destroyed.

      Combat: The plant hero is defeated.


      What zombies were played? And what plant was in lane 1?

      Are springboards allowed?

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

      Any class. You're on the right track.

      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote: Weird Conditions Riddle: Set 3 allowed


      Start: All lanes are water except for lane 1 which is a LBA. All are empty, except there are Waterchest Nuts in lanes 2 and 3.

      The zombie hero is Immorticia. The plant hero has 30 health


      Zombies Phase: The following zombies are played:

      2 that cost 2 Brains

      3 that cost 3 Brains

      1 that costs 4 Brains

      (Wait what?)

      One of these zombies was conjured by a Cosmic Zombie Immorticia can play.


      Plants phase: A 1-cost plant is played in lane 1.

      Tricks: None. No plants or zombies have been hurt or destroyed.

      Combat: The plant hero is defeated.


      What zombies were played? And what plant was in lane 1?

      Are springboards allowed?

      Yes, Springboards and Evolution effects are allowed.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

      Any class. You're on the right track.

      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

      What if the environment was not RPI? other than that, yes but "no more than one of each plant"

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:


      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

      Any class. You're on the right track.
      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

      What if the environment was not RPI? other than that, yes but "no more than one of each plant"

      I cant think of a way to put Starch Lord without RPI, as the Wannabe Hero would have 7 health so it would need the +5/+5.

      I know Whipvine cant be used twice, which is why Im looking for a 5/6 or 6/5 plant.

        Loading editor
    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:


      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

      Any class. You're on the right track.
      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

      What if the environment was not RPI? other than that, yes but "no more than one of each plant"

      I cant think of a way to put Starch Lord without RPI, as the Wannabe Hero would have 7 health so it would need the +5/+5.

      I know Whipvine cant be used twice, which is why Im looking for a 5/6 or 6/5 plant.

      The answer is Spikeweed Sector with Plantern on it. The Plantern gets +2/2, letting it survive the Wannabe Hero and kill it with the help of the Spikeweed Sector.

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:


      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.


      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.

      Any class. You're on the right track.
      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

      What if the environment was not RPI? other than that, yes but "no more than one of each plant"

      I cant think of a way to put Starch Lord without RPI, as the Wannabe Hero would have 7 health so it would need the +5/+5.

      I know Whipvine cant be used twice, which is why Im looking for a 5/6 or 6/5 plant.

      The answer is Spikeweed Sector with Plantern on it. The Plantern gets +2/2, letting it survive the Wannabe Hero and kill it with the help of the Spikeweed Sector.

      Oops, I see where I went wrong. I meant Cyborg Zombie, not Vengeful Cyborg.

        Loading editor
    • RandomzSunfish23901 wrote:

      RandomzSunfish23901 wrote:



      Thinklogic wrote:



      RandomzSunfish23901 wrote:

      Thinklogic wrote:



      RandomzSunfish23901 wrote:

      Thinklogic wrote:




      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.
      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.
      Any class. You're on the right track.
      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

      What if the environment was not RPI? other than that, yes but "no more than one of each plant"
      I cant think of a way to put Starch Lord without RPI, as the Wannabe Hero would have 7 health so it would need the +5/+5.
      I know Whipvine cant be used twice, which is why Im looking for a 5/6 or 6/5 plant.
      The answer is Spikeweed Sector with Plantern on it. The Plantern gets +2/2, letting it survive the Wannabe Hero and kill it with the help of the Spikeweed Sector.
      Oops, I see where I went wrong. I meant Cyborg Zombie, not Vengeful Cyborg.

      If I knew that sooner id immediately put Starch Lord in front of it.


      Any guesses to my riddle? 

      Hint: All zombies cards played are events and legendary except for one


      The answer is a Killer.

      Whale, if you have any ideas let me know

        Loading editor
    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      RandomzSunfish23901 wrote:



      Thinklogic wrote:



      RandomzSunfish23901 wrote:

      Thinklogic wrote:



      RandomzSunfish23901 wrote:

      Thinklogic wrote:




      RandomzSunfish23901 wrote:
      No Set 3 cards

      Zombie Hero: 6

      Plant Hero: 6

      Board: All empty except for an environment _____ on lane 3. All ground

      Zombies: A Buckethead with +1/1 is played on lane 1, Biodome Botanist with +2 strength on lane 2 which spawns a Bellflower on this lane, Wannabe Hero with -2 strength is played on lane 3, Vengeful Cyborg on lane 4, and Cosmic Imp with +6 health on lane 5

      Plants: 5 plants are played, 1 of which is a Team-Up. None of the plants are Super Rare or Legendary, none cost more than 5, and there are no more than one of each plant. (Plants that spawn more plants are not allowed)

      Tricks: None. No plants or zombies are hurt or destroyed. No plants or zombies are shielded.

      Combat: No plants are destroyed and all zombies are destroyed.

      Do all plants have to be of 2 classes, or they can all be from any class.
      Currently I have no idea, expecially for the Cosmic Imp with 7 health (1 + 6). The highest damage plant that wouldnt be destroyed I can think of is Tough Beets, which is only 6 damage. While a Starch Lord could be in play, it wouldnt survive or be able to destroy any of the zombies.
      Any class. You're on the right track.
      What I got so far...


      Lane 2 is Garlic buffed by Starch Lord. Placed infront of the Bellflower and is the only teamup plant

      Lane 3 is Starch Lord in Red Plant-it

      Lane 5 is Tough Beets buffed by Starch Lord


      Lane 1 requires a 6/5 plant

      Lane 4 requires a 5/6 plant

      Whipvine works for either (6/6 with Starch Lord buff)

      What if the environment was not RPI? other than that, yes but "no more than one of each plant"
      I cant think of a way to put Starch Lord without RPI, as the Wannabe Hero would have 7 health so it would need the +5/+5.
      I know Whipvine cant be used twice, which is why Im looking for a 5/6 or 6/5 plant.
      The answer is Spikeweed Sector with Plantern on it. The Plantern gets +2/2, letting it survive the Wannabe Hero and kill it with the help of the Spikeweed Sector.
      Oops, I see where I went wrong. I meant Cyborg Zombie, not Vengeful Cyborg.

      If I knew that sooner id immediately put Starch Lord in front of it.


      Any guesses to my riddle? 

      Hint: All zombies cards played are events and legendary except for one


      The answer is a Killer.

      Whale, if you have any ideas let me know

      I knoew it has to do with Killer Whale from the start. I'm still thinking

        Loading editor
    • Ah, haven't riddled in a looooooooooong time.

      Warning: contains many hacks

      Citron: 500 hp, 40 sun

      You: 1 hp, 51 brains

      You somehow hacked a zombie version of _______ plant environment, and it's effect is now applied oppositely. E.G. Hacked Force Field shields zombies, Hacked Bog of Enlightenment gives non-amphibous plants -2 attack and amphibious zombies +2 attack.

      Battlefield: 1-4 lanes are ground, 5 is water

      Lanes 1-4 contain the hacked _______ environments, all lanes have 1 Water Chestnut and no zombies.

      Zombies phase: 4 of the same zombie are played on the hacked _______s.

      Plants phase: 5 of the same plant are played behind the chestnuts.

      Zombie tricks: A _____ is played on Citron. All sun and brains are used up.

      Battle phase: What battle phase? Citron is already dead by this point!

      Guess the hacked environment, the 4 zombies, the 5 plants and the zombie trick. Go.

      Again, alternative answers will be accepted, but the original answer must still be found.

        Loading editor
    • So far, the plants are DMD and the trick is a damaging trick

        Loading editor
    • Pair Pearadise, Binary Stars, Dark Matter Dragonfruit, Bungee Plumber.

        Loading editor
    • MyNameIsMyName wrote:
      Pair Pearadise, Binary Stars, Dark Matter Dragonfruit, Bungee Plumber.

      Bingo.

        Loading editor
    • Set 2

      Zombie Hero: 1

      Plant Hero: 2

      All ground

      Zombies: A zombie that costs less than 4 is played in lane 2. It does not have Strikethrough

      Plants: A Pecanolith is played in lane 1, 2 Sunflowers with +1/1 in each lane 2-4, and Power Flower on lane 5. Doom-Shroom and Lawnmower are used if possible

      Tricks: A superpower is used on the zombie. It is still in lane 2.

      During combat: The plant hero is destroyed

        Loading editor
    • RandomzSunfish23901 wrote:
      Set 2

      Zombie Hero: 1

      Plant Hero: 2

      All ground

      Zombies: A zombie that costs less than 4 is played in lane 2. It does not have Strikethrough

      Plants: A Pecanolith is played in lane 1, 2 Sunflowers with +1/1 in each lane 2-4, and Power Flower on lane 5. Doom-Shroom and Lawnmower are used if possible

      Tricks: A superpower is used on the zombie. It is still in lane 2.

      During combat: The plant hero is destroyed

      Squirrel Herder, it destroys the Pecanolith. Possessed is used on the herder to Frenzy through the Sunflowers and destroy the plant hero. (Note: Sunflowers do 1 damage instead of 2, as they are no longer effected by the Pecanolith)

      I'll give one more day for my "Weird Conditions" puzzle them I'll give the answer

        Loading editor
    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Set 2

      Zombie Hero: 1

      Plant Hero: 2

      All ground

      Zombies: A zombie that costs less than 4 is played in lane 2. It does not have Strikethrough

      Plants: A Pecanolith is played in lane 1, 2 Sunflowers with +1/1 in each lane 2-4, and Power Flower on lane 5. Doom-Shroom and Lawnmower are used if possible

      Tricks: A superpower is used on the zombie. It is still in lane 2.

      During combat: The plant hero is destroyed

      Squirrel Herder, it destroys the Pecanolith. Possessed is used on the herder to Frenzy through the Sunflowers and destroy the plant hero. (Note: Sunflowers do 1 damage instead of 2, as they are no longer effected by the Pecanolith)

      I'll give one more day for my "Weird Conditions" puzzle them I'll give the answer

      I have no idea how springboards work, so this is a guess: Killer Whale on lane 1, Space Cowboy on lane 2 (4/6 from C. Yeti), Hover Goat on lane 1 (Buff S. C. to 6/8), Hover Goat on lane 1 again (buff to 8/10), Hover Goat once more on lane 1 (10/12), and Drone Engineer on lane 1. The plant in lane 1 is Wall-nut.

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote:


      RandomzSunfish23901 wrote:
      Set 2

      Zombie Hero: 1

      Plant Hero: 2

      All ground

      Zombies: A zombie that costs less than 4 is played in lane 2. It does not have Strikethrough

      Plants: A Pecanolith is played in lane 1, 2 Sunflowers with +1/1 in each lane 2-4, and Power Flower on lane 5. Doom-Shroom and Lawnmower are used if possible

      Tricks: A superpower is used on the zombie. It is still in lane 2.

      During combat: The plant hero is destroyed

      Squirrel Herder, it destroys the Pecanolith. Possessed is used on the herder to Frenzy through the Sunflowers and destroy the plant hero. (Note: Sunflowers do 1 damage instead of 2, as they are no longer effected by the Pecanolith)
      I'll give one more day for my "Weird Conditions" puzzle them I'll give the answer
      I have no idea how springboards work, so this is a guess:

      Killer Whale on lane 1, Space Cowboy on lane 2 (4/6 from C. Yeti), Hover Goat on lane 1 (Buff S. C. to 6/8), Hover Goat on lane 1 again (buff to 8/10), Hover Goat once more on lane 1 (10/12), and Drone Engineer on lane 1. The plant in lane 1 is Wall-nut.

      I'm assuming you can play Killer Whale on a water tile, then place any non amphibious zombie on top and it gets +2/+2, but the Whale is gone.

      I highly doubt you can play unlimited zombies on a springboard to bounce it and get the buff, otherwise The Smash could place Angry colosseum and flag zombie, continuously place arm wrestlers on Coloseum to gain the buff and bounce them, voila army of 5/5 Frenzy 0 cost Arm wrestlers

      Btw, SC is not a science zombie, drone won't buff it 


      I also forgot to add to the puzzle, no zombies played have any traits except amphibious. (They have abilities though)

        Loading editor
    • I give up

        Loading editor
    • RandomzSunfish23901 wrote:
      I give up

      That's good, because I mis-calculated.


      Lane 5: Brontosaurus Rider

      Lane 4: Killer Whale, then put a Raptor Rider ontop of it, giving it 5/5

      Lane 2 and 3 place Hover Goat-3000, they buff the Brontosaurus Rider, giving it 7/7

      Lane 1: Place Re-Gifting Zombie. By drawing 2 cards, the Brontosaurus gets +2/+2, and the Raptor Rider gets +4/+4 (it gets +2/+2 from the Brontosaurus since it buffs all pets, and +2/+2 from its own ability)

      This puts them at 9/9 (Raptor) and 9/9 (Bronto)

      Plant Phase: Galacta-Cactus is played in lane 1.

      Tricks: Nothing

      Combat: (H = Plant hero's health)

      Lane 1: Regifitng Zombie does 3 damage to the plant hero, the Galacta Cactus does 1 damage to everything, bouncing both Hover-Goats. This gives the Bronto +2/+2 and the Raptor Rider +4/+4. They are now 13/12 and 11/10 (they took 1 damage from the Cactus)

      H = 26

      Note: You may have noticed, if you have a Bananasaurus on the field and your opponent bounces another plant, it will get buffed as getting one of your teammates bounced counts as drawing a card.

      Lane 2 and 3 nothing happens, Hover Goats were bounced.

      Lane 4: Raptor Rider does 13 damage to the plant hero, and draws a card buffing the Bronto to 12/11.

      H = 13

      Lane 5: Bronto does 12 damage to the plant hero.

      H = 1


      Maybe I should of made LBA Area 22 instead.

        Loading editor
    • Lane one: Party thyme


      Lane three: B Rex


      All other lanes are Repeaters

      Hero health 40

      opponent health is 6

      you get a jester, a skunk punk, and a plumber


      BUT YOU ONLY HAVE 4 BRAINS!

      they have 8 sun and a fiesta



      What do you do?

      oh and you die at the end of the turn

        Loading editor
    • Insanitor101 wrote: Lane one: Party thyme


      Lane three: B Rex


      All other lanes are Repeaters

      Hero health 40

      opponent health is 6

      you get a jester, a skunk punk, and a plumber


      BUT YOU ONLY HAVE 4 BRAINS!

      they have 8 sun and a fiesta



      What do you do?

      oh and you die at the end of the turn

      Put a jester in front of the 2nd Repeater, then Plumber the Plant Hero

        Loading editor
    • RandomzSunfish23901 wrote:

      Insanitor101 wrote: Lane one: Party thyme


      Lane three: B Rex


      All other lanes are Repeaters

      Hero health 40

      opponent health is 6

      you get a jester, a skunk punk, and a plumber


      BUT YOU ONLY HAVE 4 BRAINS!

      they have 8 sun and a fiesta



      What do you do?

      oh and you die at the end of the turn

      Put a jester in front of the 2nd Repeater, then Plumber the Plant Hero

      Ai fiestas the b rex. You win! But you had 2 h left

        Loading editor
    • Easy one (RNG required)

      Plant Hero: 3

      Zombie Hero: 10

      The board is ground and empty except for an environment in lane 5. The plant hero has 6/8 charges on the block meter

      Zombies: A Supernova Garg is played in lanes 1-3 and 5

      Plants: A Cornucopia is played in lane 1. It spawns 4 plants, none of which are Team-Up or copies

      Tricks: None. No plant or zombie is hurt, changed, or destroyed. The plant hero takes no damage

      During combat: No zombie hits the plant hero

      Before End of Turn: The zombies win

        Loading editor
    • RandomzSunfish23901 wrote:
      Easy one (RNG required)

      Plant Hero: 3

      Zombie Hero: 10

      The board is ground and empty except for an environment in lane 5. The plant hero has 6/8

      Zombies: A Supernova Garg is played in lanes 1-3 and 5

      Plants: A Cornucopia is played in lane 1. It spawns 4 plants, none of which are Team-Up or copies

      Tricks: None. No plant or zombie is hurt, changed, or destroyed. The plant hero takes no damage

      During combat: No zombie hits the plant hero

      Before End of Turn: The zombies win

      The plant hero concedes after getting bellflower wenie beanie small nut puffshroom and seashroom

        Loading editor
    • Insanitor101 wrote:

      RandomzSunfish23901 wrote:
      Easy one (RNG required)

      Plant Hero: 3

      Zombie Hero: 10

      The board is ground and empty except for an environment in lane 5. The plant hero has 6/8

      Zombies: A Supernova Garg is played in lanes 1-3 and 5

      Plants: A Cornucopia is played in lane 1. It spawns 4 plants, none of which are Team-Up or copies

      Tricks: None. No plant or zombie is hurt, changed, or destroyed. The plant hero takes no damage

      During combat: No zombie hits the plant hero

      Before End of Turn: The zombies win

      The plant hero concedes after getting bellflower wenie beanie small nut puffshroom and seashroom

      None of the plants are Team-Up, so they can't get Puff-shroom

        Loading editor
    • RandomzSunfish23901 wrote:

      Insanitor101 wrote:

      RandomzSunfish23901 wrote:
      Easy one (RNG required)

      Plant Hero: 3

      Zombie Hero: 10

      The board is ground and empty except for an environment in lane 5. The plant hero has 6/8

      Zombies: A Supernova Garg is played in lanes 1-3 and 5

      Plants: A Cornucopia is played in lane 1. It spawns 4 plants, none of which are Team-Up or copies

      Tricks: None. No plant or zombie is hurt, changed, or destroyed. The plant hero takes no damage

      During combat: No zombie hits the plant hero

      Before End of Turn: The zombies win

      The plant hero concedes after getting bellflower wenie beanie small nut puffshroom and seashroom
      None of the plants are Team-Up, so they can't get Puff-shroom

      then button mushroom

        Loading editor
    • Set 2

      Neptuna: 1

      Wall-Knight: 7

      The field is empty. Lane 2 and 4 are water, the rest is ground. A Graveyard is in lane 3. One card was conjured by a Cosmic Zombie.

      Zombies: Two zombies that cost 3 or less are played. None have traits.

      Plants: A Soul Patch is played in lane 1. A Cosmoss is played in lane 3.

      Tricks: A trick is played. No zombies are hurt or destroyed.

      During Combat: The Zombie Hero wins

        Loading editor
    • RandomzSunfish23901 wrote:
      Set 2

      Neptuna: 1

      Wall-Knight: 7

      The field is empty. Lane 2 and 4 are water, the rest is ground. A Graveyard is in lane 4. One card was conjured by a Cosmic Zombie.

      Zombies: Two zombies that cost 3 or less are played. None have traits.

      Plants: A Soul Patch is played in lane 1. A Cosmoss is played in lane 2.

      Tricks: A trick is played. No zombies are hurt or destroyed.

      During Combat: The Zombie Hero wins

      How's a graveyard on water?

        Loading editor
    • The Tidal Wave wrote:

      RandomzSunfish23901 wrote:
      Set 2

      Neptuna: 1

      Wall-Knight: 7

      The field is empty. Lane 2 and 4 are water, the rest is ground. A Graveyard is in lane 4. One card was conjured by a Cosmic Zombie.

      Zombies: Two zombies that cost 3 or less are played. None have traits.

      Plants: A Soul Patch is played in lane 1. A Cosmoss is played in lane 2.

      Tricks: A trick is played. No zombies are hurt or destroyed.

      During Combat: The Zombie Hero wins

      How's a graveyard on water?

      Oops

        Loading editor
    • MyNameIsMyName
      MyNameIsMyName removed this reply because:
      "none have traits"
      23:42, August 3, 2017
      This reply has been removed
    • Bump

        Loading editor
    • Cosmic Imp conjures Imp Commander.

      Commander lane 1, Custodian lane 3. Octo-Pult on any of the remaining lanes.

        Loading editor
    • MyNameIsMyName wrote: Cosmic Imp conjures Imp Commander.

      Commander lane 1, Custodian lane 3. Octo-Pult on any of the remaining lanes.

      Remember, none of the zombies have traits. Imp Commander or any zombie cant have deadly

        Loading editor
    • K, think I got it.

      Any zombie with 3 strength, no traits, costs 3 or less (like Rooster, Tennis Champ (conjured by CSS), Custodian) on 1. Custodian on 3 destroys Cosmoss. Backyard Bounce on Soul Patch.

        Loading editor
    • Thinklogic
      Thinklogic removed this reply because:
      g
      14:26, August 6, 2017
      This reply has been removed
    • Thinklogic wrote:
      RandomzSunfish23901 wrote:
      Set 2

      Neptuna: 1

      Wall-Knight: 7

      The field is empty. Lane 2 and 4 are water, the rest is ground. A Graveyard is in lane 3. One card was conjured by a Cosmic Zombie.

      Zombies: Two zombies that cost 3 or less are played. None have traits.

      Plants: A Soul Patch is played in lane 1. A Cosmoss is played in lane 3.

      Tricks: A trick is played. No zombies are hurt or destroyed.

      During Combat: The Zombie Hero wins

      I can do it without playing anything in lane 3.

      Lane 1 is a Exploding Imp.

      Tricks: Use Maniacal Laugh on the Exploding Imp, giving it 11/6 in stats

      Combat: The Exploding Imp destroys the Soul Patch in one hit, while surviving with 1HP left. Due to Frenzy, it attacks again and defeats Wallknight

      Wait, isn't maniacal laugh beastly?

        Loading editor
    • Fancyplanty wrote:
      Thinklogic wrote:
      RandomzSunfish23901 wrote:
      Set 2

      Neptuna: 1

      Wall-Knight: 7

      The field is empty. Lane 2 and 4 are water, the rest is ground. A Graveyard is in lane 3. One card was conjured by a Cosmic Zombie.

      Zombies: Two zombies that cost 3 or less are played. None have traits.

      Plants: A Soul Patch is played in lane 1. A Cosmoss is played in lane 3.

      Tricks: A trick is played. No zombies are hurt or destroyed.

      During Combat: The Zombie Hero wins

      I can do it without playing anything in lane 3.

      Lane 1 is a Exploding Imp.

      Tricks: Use Maniacal Laugh on the Exploding Imp, giving it 11/6 in stats

      Combat: The Exploding Imp destroys the Soul Patch in one hit, while surviving with 1HP left. Due to Frenzy, it attacks again and defeats Wallknight

      Wait, isn't maniacal laugh beastly?

      Yeah I realized that so I removed the reply.

      An alternate solution:

      A Fire Rooster in lane 1, and a Pogo Bouncer conjured by Cosmic Sports Zombie (it costs only 2 brains due to the conjure effect) in lane 3

      Pogo Bouncer removes the Soul Patch and is buffed to 3/2 through the Graveyard.

      Trick played is Going Viral. The Fire Rooster will do 4 damage, and the Pogo Bouncer will Frenzy through the Cosmoss then deal 4 damage as well to defeat Wallknight


      EDIT: Replaced Fishy Imp with Fire Rooster, because Fishy Imp has the amphibious trait.

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    • All of those are correct, but what if nothing is bounced?

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    • RandomzSunfish23901 wrote:
      All of those are correct, but what if nothing is bounced?


      If you are allowed to use traits from conjured zombies...

      It would be a Loose Cannon conjured by Cosmic Imp in lane 1.

      Ice Pirate in lane 3.

      Tricks: Ice Pirate freezes the Cosmoss and becomes 4/1 due to the Graveyard effect. Going Viral is played, buffing each zombie to 2/2 and 5/2.

      Combat: Loose Cannon destroys the Soul Patch then does 2 damage. Ice Pirate destroys the Cosmoss, then does 5 damage to the plant hero with Frenzy.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      All of those are correct, but what if nothing is bounced?


      If you are allowed to use traits from conjured zombies...

      It would be a Loose Cannon conjured by Cosmic Imp in lane 1.

      Ice Pirate in lane 3.

      Tricks: Ice Pirate freezes the Cosmoss and becomes 4/1 due to the Graveyard effect. Going Viral is played, buffing each zombie to 2/2 and 5/2.

      Combat: Loose Cannon destroys the Soul Patch then does 2 damage. Ice Pirate destroys the Cosmoss, then does 5 damage to the plant hero with Frenzy.

      Correct, except I specified no traits on any zombies. Deadly can not be on any zombie.

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    • Hint: The trick played costs more than one of the zombies

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      All of those are correct, but what if nothing is bounced?

      If you are allowed to use traits from conjured zombies...

      It would be a Loose Cannon conjured by Cosmic Imp in lane 1.

      Ice Pirate in lane 3.

      Tricks: Ice Pirate freezes the Cosmoss and becomes 4/1 due to the Graveyard effect. Going Viral is played, buffing each zombie to 2/2 and 5/2.

      Combat: Loose Cannon destroys the Soul Patch then does 2 damage. Ice Pirate destroys the Cosmoss, then does 5 damage to the plant hero with Frenzy.

      Correct, except I specified no traits on any zombies. Deadly can not be on any zombie.

      If it cant be a trait from a conjured zombie, it MUST be conjured by a Cosmic Sports Zombie.

      I've did Pogo Bouncer from Cosmic Sports, and Fire Rooster which was correct, but now we're trying to get "without bouncing"

      No Deadly and no bouncing? The only possible way is destroying the Soul Patch with pure damage, and it's going to take 18 total (11 SP, 7 for WK)

      Space Cowboy can be played with Cosmic Sports Zombie, BUT it will not move to the right as hurting the Soul Patch does not count as hurting the plant hero.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      All of those are correct, but what if nothing is bounced?

      If you are allowed to use traits from conjured zombies...

      It would be a Loose Cannon conjured by Cosmic Imp in lane 1.

      Ice Pirate in lane 3.

      Tricks: Ice Pirate freezes the Cosmoss and becomes 4/1 due to the Graveyard effect. Going Viral is played, buffing each zombie to 2/2 and 5/2.

      Combat: Loose Cannon destroys the Soul Patch then does 2 damage. Ice Pirate destroys the Cosmoss, then does 5 damage to the plant hero with Frenzy.

      Correct, except I specified no traits on any zombies. Deadly can not be on any zombie.

      If it cant be a trait from a conjured zombie, it MUST be conjured by a Cosmic Sports Zombie.

      I've did Pogo Bouncer from Cosmic Sports, and Fire Rooster which was correct, but now we're trying to get "without bouncing"

      No Deadly and no bouncing? The only possible way is destroying the Soul Patch with pure damage, and it's going to take 18 total (11 SP, 7 for WK)

      Space Cowboy can be played with Cosmic Sports Zombie, BUT it will not move to the right as hurting the Soul Patch does not count as hurting the plant hero.

      The answer is Celestial Custodian, any 3 strength zombie, and a conjured Cakesplosion. I got it from a Cosmic Imp and it destroyed a Power Flower

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    • Brain production riddle: Use as much RNG as you want


      All five lanes are Medulla Nebula.

      You made 5 brains this turn.

      Using any 10 non-superpower cards (can be token, more than 4x of a type, have conjure effects) and without drawing any extra cards, can you get 100 brains before the end of tricks?

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    • Are conjure effects allowed?

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    • RandomzSunfish23901 wrote:
      Are conjure effects allowed?

      Yup.

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    • I give up

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    • RandomzSunfish23901 wrote:
      I give up

      k den

      The only method I found to get 100 brains (with conjure effects)

      BC = Brain Count

      BC: 5

      1. Place a Mystery Egg in each lane, which cost 0 brains each (Cheese Cutter conjure effect). You get +15 Brains from the Medullas.

      BC = 20

      2. Start of tricks, the first four Mystery Eggs transform into IDZ, each giving +3 brains and transforming the previous one into a Brain Vender. The 5th egg transforms into a Zombology teacher which is a Science Zombie, so it transforms the 4th IDZ.

      Note: If the 5th Zombie was a IDZ as well, it wouldnt be able to transform again as there are no more eggs to transform into IDZs to activate it.

      This will grant +3 brains for every Egg and IDZ transformed, and +3 Brains for every Vender.

      +15 for Eggs transforms into IDZ

      +12 IDZs transforms into Vender

      +12 for Vender effect.

      15 + 12 + 12 = 39

      BC = 59

      3. Use BMR five times. Each transformation costs 7 brains, and gains 15 brains, so a profit of 8 brains.

      The first BMR costs only 6 brains due to the Zombology Teacher

      9 + 8 + 8 + 8 + 8 = 41

      59 + 41 = 100

      BC = 100

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    • Set 2

      Impfinity: 1

      Plant Hero: 8

      Board is empty, lane 2 is ground, all other heights

      Zombies: Five zombies are played. None cost more than 5 brains or have traits.

      Plants: A Galactacactus is played in lane 1, Sf2 in lane 2, Repeat Moss in lane 3, Buff-shroom in lane 4, and two tricks are played, one is Fertilizer on Buff-Shroom

      Tricks: Nothing is hurt, destroyed, or bounced. Nothing is played

      Before end of turn: Both heroes survive. No zombies are destroyed

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    • RandomzSunfish23901 wrote:
      Set 2

      Impfinity: 1

      Plant Hero: 8

      Board is empty, lane 2 is ground, all other heights

      Zombies: Five zombies are played. None cost more than 5 brains or have traits.

      Plants: A Galactacactus is played in lane 1, Sf2 in lane 2, Repeat Moss in lane 3, Buff-shroom in lane 4, and two tricks are played, one is Fertilizer on Buff-Shroom

      Tricks: Nothing is hurt or destroyed. Nothing is played

      Before end of turn: Both heroes survive. No zombies are destroyed

      Um... put 3 Dr Spacetimes and a Mug in lanes 2 to 5, then a Pogo Bouncer in lane 1 (so it doesnt get mixed up with other graves)

      As the zombie in lane 3 is a gravestone, it ignores the Repeat Moss attacks. The other trick besides Fertilizer could be many things really, just put Photosynthesis on the Galacta-Cactus.

      Tricks: Bounce the Galacta-Cactus.

      In combat: No plant has 5 strength or higher, thus cannot defeat any Dr Spacetimes or the MuG. Nothing in Pogo Bouncer lane so its not hurt.

      The only 2 empty lanes would be 1 and 5, and no two zombies would be able to defeat the plant hero. Max damage would be Pogo and MuG, which is only 7 damage.

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    • Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Set 2

      Impfinity: 1

      Plant Hero: 8

      Board is empty, lane 2 is ground, all other heights

      Zombies: Five zombies are played. None cost more than 5 brains or have traits.

      Plants: A Galactacactus is played in lane 1, Sf2 in lane 2, Repeat Moss in lane 3, Buff-shroom in lane 4, and two tricks are played, one is Fertilizer on Buff-Shroom

      Tricks: Nothing is hurt or destroyed. Nothing is played

      Before end of turn: Both heroes survive. No zombies are destroyed

      Um... put 3 Dr Spacetimes and a Mug in lanes 2 to 5, then a Pogo Bouncer in lane 1 (so it doesnt get mixed up with other graves)

      As the zombie in lane 3 is a gravestone, it ignores the Repeat Moss attacks. The other trick besides Fertilizer could be many things really, just put Photosynthesis on the Galacta-Cactus.

      Tricks: Bounce the Galacta-Cactus.

      In combat: No plant has 5 strength or higher, thus cannot defeat any Dr Spacetimes or the MuG. Nothing in Pogo Bouncer lane so its not hurt.

      The only 2 empty lanes would be 1 and 5, and no two zombies would be able to defeat the plant hero. Max damage would be Pogo and MuG, which is only 7 damage.

      *facepalm*

      I forgot about bounce again

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    • RandomzSunfish23901 wrote:

      Thinklogic wrote:

      RandomzSunfish23901 wrote:
      Set 2

      Impfinity: 1

      Plant Hero: 8

      Board is empty, lane 2 is ground, all other heights

      Zombies: Five zombies are played. None cost more than 5 brains or have traits.

      Plants: A Galactacactus is played in lane 1, Sf2 in lane 2, Repeat Moss in lane 3, Buff-shroom in lane 4, and two tricks are played, one is Fertilizer on Buff-Shroom

      Tricks: Nothing is hurt or destroyed. Nothing is played

      Before end of turn: Both heroes survive. No zombies are destroyed

      Um... put 3 Dr Spacetimes and a Mug in lanes 2 to 5, then a Pogo Bouncer in lane 1 (so it doesnt get mixed up with other graves)

      As the zombie in lane 3 is a gravestone, it ignores the Repeat Moss attacks. The other trick besides Fertilizer could be many things really, just put Photosynthesis on the Galacta-Cactus.

      Tricks: Bounce the Galacta-Cactus.

      In combat: No plant has 5 strength or higher, thus cannot defeat any Dr Spacetimes or the MuG. Nothing in Pogo Bouncer lane so its not hurt.

      The only 2 empty lanes would be 1 and 5, and no two zombies would be able to defeat the plant hero. Max damage would be Pogo and MuG, which is only 7 damage.

      *facepalm*

      I forgot about bounce again

      No bouncing?

      Okay, place a Dr Spacetime infront of the Galacta Cactus instead of a Pogo. The Dr and the Cactus wont be able to destroy eachother, so it works too.

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    • Soul Riddle: No Set 3 or 4


      Start: All lanes are empty and water except lane 3, which is a ________ enviroment. Lane 5 has a 8/8 Octo-Zombie. The plant hero has 20HP

      A total of 5 Brains are spent this turn.


      Zombie Phase: A zombie is played.

      Plants Phase: A Soul Patch is played in lane 3.

      Zombie Tricks: An enviroment is played in lane 3, overriding the previous enviroment.

      Combat: The plant hero is defeated.

      Game Mechanic Note: Frenzy does not activate if a zombie defeats a Soul Patch by attacking in an empty lane. It will activate if it directly attacks it though. (If the Octo-Zombie in lane 5 destroys the Soul Patch while its in lane 3, it will not attack again)

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    • It should be a Graveyard with it being replaced by an LBA or Ice Moon

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    • RandomzSunfish23901 wrote:
      It should be a Graveyard with it being replaced by an LBA or Ice Moon

      It could also be a plant environment, I didn't specify who the environment belonged to.

      BIG hint: The answer revolves around an unusual game mechanic I found a while ago, and talked about in the pvzh discussion thread. 

        Loading editor
    • Oh yeah, I remember that.

      The environment is Sappy Place, a Sync Swimmer is played on it, then Area 22 is used

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    • RandomzSunfish23901 wrote:
      Oh yeah, I remember that.

      The environment is Sappy Place, a Sync Swimmer is played on it, then Area 22 is used

      HD Yee

      YEE.


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    • Quick Riddle:

      What's the cheapest way for a Z-Mech to remove a 1000/1000 Double Mint without RNG (no conjuring, Garg Feast)

      Assuming the field is completely empty (except the Double Mint), only Crazy and Hearty cards, and all cards are default price.

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    • Thinklogic wrote: Quick Riddle:

      What's the cheapest way for a Z-Mech to remove a 1000/1000 Double Mint without RNG (no conjuring, Garg Feast)

      Assuming the field is completely empty (except the Double Mint), only Crazy and Hearty cards, and all cards are default price.

      Wow... poor Valk saw 500 zoldiers die at the hands of them weeds...

      If that's not allowed, then Bungee Plumber on 2- or 1-Health Plant Hero I guess I'll settle for Stupid Cupid + Rolling Stone.

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    • YammaYamer21 wrote:

      Thinklogic wrote: Quick Riddle:

      What's the cheapest way for a Z-Mech to remove a 1000/1000 Double Mint without RNG (no conjuring, Garg Feast)

      Assuming the field is completely empty (except the Double Mint), only Crazy and Hearty cards, and all cards are default price.

      Wow... poor Valk saw 500 zoldiers die at the hands of them weeds...

      If that's not allowed, then Bungee Plumber on 2- or 1-Health Plant Hero I guess I'll settle for Stupid Cupid + Rolling Stone.

      ya

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    • That was fast, time for something more complex.


      Start: Set 3 and 4 included

      All five lanes are enviroments. Lanes 3, 4, and 5 have Kite Flyer Zombies.

      The Zombie hero has 1HP, and the plant hero has 50HP.  No blocks remaining

      The level conditions allows the zombie hero to draw cards from any class (no restrictions to two classes). All cards played are default price, stats, non-superpowers, and no conjure effects.


      Zombie Phase: Two zombies are played, total cost of 6 Brains.

      Plant Phase: A Imitator is played in lanes 1-4, then a Gravitree in lane 5. Grape Responsibility is used on the Gravitree in lane 5.

      Tricks: A 1-cost trick is played.

      Combat Phase: The plant hero is defeated.

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    • Bonus Riddle: "Seriously what the heck, is this even solvable" Edition

      If you need clarifications or hints, do ask


      Fancy Hat Imp requests help from Immorticia to defeat Beta-Carrotina and her genetic experiment.

      WIthin this galaxy, new cards exist. Fancy Hat Imp will let you choose what cards you need to defeat Beta Carrotina and her minion, but there are limits.


      New Card descriptions:

      -Set 3 and 4 cards and all Event cards from the Upcoming Content Page have been implemented.


      Time-Machine Zombie: Brainy

      Science Clock Zombie

      Cost: 4 Brains

      Stats: 4/4

      Gravestone. When Revealed: Reset a non-clock plant or zombie

      Reset: Transform this into itself.


      Primal Instincts: Beastly

      Monster Trick

      Rarity: Super-Rare

      Cost: 1 Brains

      A Zombie gets Hunt and Frenzy. For the rest of the game, all copies of that zombie get Hunt and Frenzy.


      Enviromentalist: Hearty

      Science Zombie

      Cost: 3 Brains

      Stats: 1/3

      Enviroments cost 3 brains less. You can play enviroments when it's time for zombies.

      "He'll happily pay the cost of your enviroments, as long as it's not at the cost of another"


      Bean Sprout: Smarty

      Bean Root Plant

      Cost: 3 Sun

      Stats: 2/2

      Amphibious, All Beans are Resiliant.

      Resiliant: Completely unaffected by Zombie "When Played/Revealed/Evolution/Springboard effects".


      Zombie Orc: Beastly

      Monster Zombie

      Stats: 2/5

      Cost: 3 Brains

      Hunt. When a Monster destroys a plant: Conjure a Monster, it costs 1 brains less.


      Souliest Patch of 'Em All:

      Vine Flower Plant

      Cost: 12 Sun

      Stats: 5/60

      Resiliant, Untrickable, Amphibious. The Deadly trait cannot destroy this. When the plant hero would get hurt: This gets hurt instead. When Played: Make two Poppin Poppies in random lanes. End of Zombie Tricks: This resets all plants and zombies here.

      "After Genetic Amplifications from Beta Carrotina, Soul Patch has ascended to become the guardian protector of Planet Em-All. No zombie can stop him! Atleast genetic testing shows so."


      Hater Tater: Smarty

      Root Plant

      Cost: 3 Sun

      Stats: 3/3

      Zombies cannot gain strength or health, including healing. (Playing zombies in buffing enviroments do not get stat boosts)

      "His blocklist is Going Viral"


      Start: It's turn 12, so you made 12 brains this turn. You're playing as Immorticia and the plant hero is Beta-Carrotina who has 50HP, and a maximum of 70HP

      Lanes 1 to 4 are ground and empty, except lane 5 which is water. Lane 1 has a Hater Tater, and Lane 4 has an Enviromentalist you conjured from an Cosmic Scientist.

      Your hand contains: (Only Brainy and Beastly cards, no superpowers)

      -Four enviroments

      -Four zombies. None cost more than 4 brains or are conjured. All are at default stats, price, and traits.

      -A conjured trick. (Geez, I wonder which one it is)


      Zombie Phase: Play whatever you like and can.

      Plants Phase: An Souliest Patch of 'Em All is played in lane 5. It makes Poppin Poppies in lanes 2 and 4.

      Zombie Tricks: Play whatever you like and can.

      Combat: The plant hero is defeated.


      Which zombie cards were played?

        Loading editor
    • Thinklogic wrote: Bonus Riddle: "Seriously what the heck, is this even solvable" Edition

      If you need clarifications or hints, do ask


      Fancy Hat Imp requests help from Immorticia to defeat Beta-Carrotina and her genetic experiment.

      WIthin this galaxy, new cards exist. Fancy Hat Imp will let you choose what cards you need to defeat Beta Carrotina and her minion, but there are limits.


      New Card descriptions:

      -Set 3 and 4 cards and all Event cards from the Upcoming Content Page have been implemented.


      Time-Machine Zombie: Brainy

      Science Clock Zombie

      Cost: 4 Brains

      Stats: 4/4

      Gravestone. When Revealed: Reset a non-clock plant or zombie

      Reset: Transform this into itself.


      Primal Instincts: Beastly

      Monster Trick

      Rarity: Super-Rare

      Cost: 1 Brains

      A Zombie gets Hunt and Frenzy. For the rest of the game, all copies of that zombie get Hunt and Frenzy.


      Enviromentalist: Hearty

      Science Zombie

      Cost: 3 Brains

      Stats: 1/3

      Enviroments cost 3 brains less. You can play enviroments when it's time for zombies.

      "He'll happily pay the cost of your enviroments, as long as it's not at the cost of another"


      Bean Sprout: Smarty

      Bean Root Plant

      Cost: 3 Sun

      Stats: 2/2

      Amphibious, All Beans are Resiliant.

      Resiliant: Completely unaffected by Zombie "When Played/Revealed/Evolution/Springboard effects".


      Zombie Orc: Beastly

      Monster Zombie

      Stats: 2/5

      Cost: 3 Brains

      Hunt. When a Monster destroys a plant: Conjure a Monster, it costs 1 brains less.


      Souliest Patch of 'Em All:

      Vine Flower Plant

      Cost: 12 Sun

      Stats: 5/60

      Resiliant, Untrickable, Amphibious. The Deadly trait cannot destroy this. When the plant hero would get hurt: This gets hurt instead. When Played: Make two Poppin Poppies in random lanes. End of Zombie Tricks: This resets all plants and zombies here.

      "After Genetic Amplifications from Beta Carrotina, Soul Patch has ascended to become the guardian protector of Planet Em-All. No zombie can stop him! Atleast genetic testing shows so."


      Hater Tater: Smarty

      Root Plant

      Cost: 3 Sun

      Stats: 3/3

      Zombies cannot gain strength or health, including healing. (Playing zombies in buffing enviroments do not get stat boosts)

      "His blocklist is Going Viral"


      Start: It's turn 12, so you made 12 brains this turn. You're playing as Immorticia and the plant hero is Beta-Carrotina who has 50HP, and a maximum of 70HP

      Lanes 1 to 4 are ground and empty, except lane 5 which is water. Lane 1 has a Hater Tater, and Lane 4 has an Enviromentalist you conjured from an Cosmic Scientist.

      Your hand contains: (Only Brainy and Beastly cards, no superpowers)

      -Four enviroments

      -Four zombies. None cost more than 4 brains or are conjured. All are at default stats, price, and traits.

      -A conjured trick. (Geez, I wonder which one it is)


      Zombie Phase: Play whatever you like and can.

      Plants Phase: An Souliest Patch of 'Em All is played in lane 5. It makes Poppin Poppies in lanes 2 and 4.

      Zombie Tricks: Play whatever you like and can.

      Combat: The plant hero is defeated.


      Which zombie cards were played?

      RNG is allowed?

        Loading editor
    • RandomzSunfish23901 wrote:

      Thinklogic wrote: Bonus Riddle: "Seriously what the heck, is this even solvable" Edition

      If you need clarifications or hints, do ask


      Fancy Hat Imp requests help from Immorticia to defeat Beta-Carrotina and her genetic experiment.

      WIthin this galaxy, new cards exist. Fancy Hat Imp will let you choose what cards you need to defeat Beta Carrotina and her minion, but there are limits.


      New Card descriptions:

      -Set 3 and 4 cards and all Event cards from the Upcoming Content Page have been implemented.


      Time-Machine Zombie: Brainy

      Science Clock Zombie

      Cost: 4 Brains

      Stats: 4/4

      Gravestone. When Revealed: Reset a non-clock plant or zombie

      Reset: Transform this into itself.


      Primal Instincts: Beastly

      Monster Trick

      Rarity: Super-Rare

      Cost: 1 Brains

      A Zombie gets Hunt and Frenzy. For the rest of the game, all copies of that zombie get Hunt and Frenzy.


      Enviromentalist: Hearty

      Science Zombie

      Cost: 3 Brains

      Stats: 1/3

      Enviroments cost 3 brains less. You can play enviroments when it's time for zombies.

      "He'll happily pay the cost of your enviroments, as long as it's not at the cost of another"


      Bean Sprout: Smarty

      Bean Root Plant

      Cost: 3 Sun

      Stats: 2/2

      Amphibious, All Beans are Resiliant.

      Resiliant: Completely unaffected by Zombie "When Played/Revealed/Evolution/Springboard effects".


      Zombie Orc: Beastly

      Monster Zombie

      Stats: 2/5

      Cost: 3 Brains

      Hunt. When a Monster destroys a plant: Conjure a Monster, it costs 1 brains less.


      Souliest Patch of 'Em All:

      Vine Flower Plant

      Cost: 12 Sun

      Stats: 5/60

      Resiliant, Untrickable, Amphibious. The Deadly trait cannot destroy this. When the plant hero would get hurt: This gets hurt instead. When Played: Make two Poppin Poppies in random lanes. End of Zombie Tricks: This resets all plants and zombies here.

      "After Genetic Amplifications from Beta Carrotina, Soul Patch has ascended to become the guardian protector of Planet Em-All. No zombie can stop him! Atleast genetic testing shows so."


      Hater Tater: Smarty

      Root Plant

      Cost: 3 Sun

      Stats: 3/3

      Zombies cannot gain strength or health, including healing. (Playing zombies in buffing enviroments do not get stat boosts)

      "His blocklist is Going Viral"


      Start: It's turn 12, so you made 12 brains this turn. You're playing as Immorticia and the plant hero is Beta-Carrotina who has 50HP, and a maximum of 70HP

      Lanes 1 to 4 are ground and empty, except lane 5 which is water. Lane 1 has a Hater Tater, and Lane 4 has an Enviromentalist you conjured from an Cosmic Scientist.

      Your hand contains: (Only Brainy and Beastly cards, no superpowers)

      -Four enviroments

      -Four zombies. None cost more than 4 brains or are conjured. All are at default stats, price, and traits.

      -A conjured trick. (Geez, I wonder which one it is)


      Zombie Phase: Play whatever you like and can.

      Plants Phase: An Souliest Patch of 'Em All is played in lane 5. It makes Poppin Poppies in lanes 2 and 4.

      Zombie Tricks: Play whatever you like and can.

      Combat: The plant hero is defeated.


      Which zombie cards were played?

      RNG is allowed?

      My solution doesnt use any, but I'll allow it.


      Notable info:

      -Some of the new cards listed aren't even used in the puzzle, but their descriptions have something useful. Example: Souliest Patch of Em'all has Resiliant but doesnt explain what it does. Bean Sprout isnt played at all, but it explains what the Resiliant Trait does.

      There might be an alternate solution that uses them though...

      -Primal Instincts works similar to Intergalactic Warlord's effects. Copies of this zombie will always have Hunt and Frenzy

      -I actually made a mathimatical error in the puzzle. Beta-Carrotina's HP should start at 10, with a maximum of 30. (She heals from Poppin Poppies)

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    • Am I allowed to destroy BC before she plays a Souliest Patch?

        Loading editor
    • RandomzSunfish23901 wrote:
      Am I allowed to destroy BC before she plays a Souliest Patch?

      Well, the start of the riddle says to destroy her genetic experiment and she isn't defeated until combat so no.

      You cant simply leave over-buffed genetically-modified Soul Patches lying around ya know?


      Hints:

      The Tator Hater functions similar to Wing-Nut, as soon as it's destroyed you can buff zombies. That means if this guy destroys it he's buffed immedietly, much like if a Frenzy zombie destroys Wing-Nut it can do a bonus attack.

      Ancient Vimpire cardface

      I need glasses

      Who knows how much buffing you could do with an Ancient Vimpire and a replenishing source of Lil'buddies...

      Wait... did I just give the solution? 

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    • Hm... maybe I should tone it down a bit.


      Very Simple Infinite Loop Riddle:


      New Zombie Event Card:

      Cyborg Mime: Brainy

      Science Mime Zombie

      Cost: 3 Brains

      Stats: 2/2

      When you play a non-Mime zombie: This transforms into a copy of that zombie.

      (Zombie counterpart of Imitator)


      A player tests this new card...

      Start: Lane 1 and 2 are Medulla Nebulla. The player has 6 Brains, and two cards, one of which is a Cyborg Mime. You have full control over RNG.

      Zombies Phase: The player places a zombie in each Medulla Nebulla. They now have 100 brains.

      What other zombie was played?

        Loading editor
    • Thinklogic wrote: Hm... maybe I should tone it down a bit.


      Very Simple Infinite Loop Riddle:


      New Zombie Event Card:

      Cyborg Mime: Brainy

      Science Mime Zombie

      Cost: 3 Brains

      Stats: 2/2

      When you play a non-Mime zombie: This transforms into a copy of that zombie.

      (Zombie counterpart of Imitator)


      A player tests this new card...

      Start: Lane 1 and 2 are Medulla Nebulla. The player has 6 Brains, and two cards, one of which is a Cyborg Mime. You have full control over RNG.

      Zombies Phase: The player places a zombie in each Medulla Nebulla. They now have 100 brains.

      What other zombie was played?

      I get the idea of a IDZ - Cyborg Mime loop, but you'd end up with 101 Dalmatian Brainz if you calculate it... also Heights has an Environment? :P

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    • YammaYamer21 wrote:

      Thinklogic wrote: Hm... maybe I should tone it down a bit.


      Very Simple Infinite Loop Riddle:


      New Zombie Event Card:

      Cyborg Mime: Brainy

      Science Mime Zombie

      Cost: 3 Brains

      Stats: 2/2

      When you play a non-Mime zombie: This transforms into a copy of that zombie.

      (Zombie counterpart of Imitator)


      A player tests this new card...

      Start: Lane 1 and 2 are Medulla Nebulla. The player has 6 Brains, and two cards, one of which is a Cyborg Mime. You have full control over RNG.

      Zombies Phase: The player places a zombie in each Medulla Nebulla. They now have 100 brains.

      What other zombie was played?

      I get the idea of a IDZ - Cyborg Mime loop, but you'd end up with 101 Dalmatian Brainz if you calculate it... also Heights has an Environment? :P

      I never said lane 1 was an enviroment, but it could be lane 3 with the Medulla.

      Thought I put 5 brains in the riddle but yeah, IDZ is the idea.


      Since I doubt anyone will ever solve the "Seriously what the heck, is this even solvable" Edition Riddle, and I made some mistakes in it's creation, so I'll just put the answer here.


      Win conditions: Destroy the super OP Souliest Patch of Em' played on turn 12, then defeat Beta Carrotina

      Souliest Patch is 5/60 and cannot be destroyed by any means other than damage (no Deadly, destroy/bounce tricks or effects)

      Beta-Carrotina starts with 10HP.

      Errors in Riddle Creation: Enviromentalist is actually 2/3, and in this galaxy Lil'buddies are amphibious.


      Cards Immorticia requests from Fancy Hat:

      Enviroments: Three Area 22 enviroments, One Raptor Grounds

      Zombies: Ancient Vimpire, Sneezing Zombie, Teleportation Zombie, Synchronized Swimmer

      Conjured Trick: Primal Instincts conjured by Zombie Orc (costs 0 brains)


      Start: Brain Remaining: 12

      Zombie Phase: The Enviromentalist in lane 4 allows you to place enviroments during the zombies phase.

      -Place an Raptor Ground in lane 1, and Area 22 in lanes 2, 3, and 4. They're all free because the Enviromentalist reduces the brain cost to 0

      The Enviromentalist is now 4/5 due to the Area 22 boost

      -Play Ancient Vimpire in lane 1, it does a bonus attack and remove the Hater Tater, then it gets +2/+2 (now 5/7). It also reduces Beta-Carrotina to 5HP

      -Play Teleportation Zombie in lane 3

      Brains remaining: 6

      (4 spent on Vimpire, 2 spent on Teleportation, enviroments are free)


      Plants Phase: The Souliest Patch of Em'All is played in lane 5, it makes Poppin Poppies in lanes 2 and 4 as stated in the riddle. This creates 6 Lil' Buddies, healing Carrotina by 12 to 17HP.

      Zombie Tricks: The Teleportation Zombie is revealed from his gravestone, and becomes 3/7 due to Area 22. You can play zombies during tricks.

      -Sneezing Zombie is played in lane 2. It gains +2/+2 and Frenzy from Area 22, then destroys all the Lil'Buddies due to it's "When Played" effect. Because it has Frenzy and destroyed 6 plants, the Ancient Vimpire gives it +12/+12.

      This puts the Sneezing Zombie at 16/18 in stats.

      -Synchronized Swimmer is played in lane 5, can copy any zombie (doesnt matter yet). Primal Instincts is used on the Swimmer, giving it and all future copies Hunt and Frenzy

      Brain Count: 0

      (4 spent on the Sneezing Zombie, 2 for the Swimmer, the trick was reduced to 0 brains due to the Zombie Orc conjure effect so it's free)

      End of Tricks: The Souliest Patch will reset itself, removing the -1/-1 debuff from the Sneezing Zombie and make another two Poppin Poppies in random lanes. The original ones are still in lanes 2 and 4, but were reduced to 3/3 due to the Sneezing Zombie.

      This time, the Poppin Poppies MUST be placed in lanes 1 and 3, as those are the only empty lanes (Lil'buddies were destroyed by Sneezing Zombie).

      Lanes 1 to 4 now each have a Poppin Poppies and a Lil'buddy infront of it. The Lil'buddies created by the new Poppin Poppies do not heal Beta Carrotina due to the Sneezing Zombie on the field, so her health is still 17

      The Synchronized Swimmer is also reset, so it must copy another zombie. It copies the Sneezing Zombie and becomes 16/18 too. Since the trick Primal Instincts effects all future copies of the targetted zombie, the Synchronized Swimmer gains Hunt and Frenzy after being reset.


      Combat:

      In lanes 1 to 4, each zombie is strong enough to plow through both the Lil'Buddy and the Poppin Poppy with frenzy and get buffed by the Ancient Vimpire, then damaging the Souliest Patch

      -The Ancient Vimpire goes from 5/7 to 9/11 w̶a̶s̶ ̶a̶n̶ ̶i̶n̶s̶i̶d̶e̶ ̶j̶o̶b̶ then does 9 damage to the Souliest Patch, now 5/51

      -The Sneezing Zombie goes from 16/18 to 20/22 and does 20 damage to the Souliest Patch, now 5/31

      -Teleportation Zombie goes from 3/7 to 7/11, and deals 7 damage to the Souliest Patch, now 5/24

      -Enviromentalist goes from 4/5 to 8/9, and deals 8 damage to the Souliest Patch, now 5/16

      Lane 5: The Synchronized Swimmer has 16/18 and Frenzy, so it is able to destroy the Souliest Patch. It gets +2/+2 from the Ancient Vimpire and becomes 18/20, then defeats Beta Carrotina who had 17HP left

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    • YammaYamer21 wrote:

      Thinklogic wrote: Hm... maybe I should tone it down a bit.


      Very Simple Infinite Loop Riddle:


      New Zombie Event Card:

      Cyborg Mime: Brainy

      Science Mime Zombie

      Cost: 3 Brains

      Stats: 2/2

      When you play a non-Mime zombie: This transforms into a copy of that zombie.

      (Zombie counterpart of Imitator)


      A player tests this new card...

      Start: Lane 1 and 2 are Medulla Nebulla. The player has 6 Brains, and two cards, one of which is a Cyborg Mime. You have full control over RNG.

      Zombies Phase: The player places a zombie in each Medulla Nebulla. They now have 100 brains.

      What other zombie was played?

      I get the idea of a IDZ - Cyborg Mime loop, but you'd end up with 101 Dalmatian Brainz if you calculate it... also Heights has an Environment? :P

      How does that work? shouldn't it stop after the 4th transformation?

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    • RandomzSunfish23901 wrote:

      YammaYamer21 wrote:

      Thinklogic wrote: Hm... maybe I should tone it down a bit.


      Very Simple Infinite Loop Riddle:


      New Zombie Event Card:

      Cyborg Mime: Brainy

      Science Mime Zombie

      Cost: 3 Brains

      Stats: 2/2

      When you play a non-Mime zombie: This transforms into a copy of that zombie.

      (Zombie counterpart of Imitator)


      A player tests this new card...

      Start: Lane 1 and 2 are Medulla Nebulla. The player has 6 Brains, and two cards, one of which is a Cyborg Mime. You have full control over RNG.

      Zombies Phase: The player places a zombie in each Medulla Nebulla. They now have 100 brains.

      What other zombie was played?

      I get the idea of a IDZ - Cyborg Mime loop, but you'd end up with 101 Dalmatian Brainz if you calculate it... also Heights has an Environment? :P
      How does that work? shouldn't it stop after the 4th transformation?

      Hmm, I think may have assumed playing 2nd IDZ would make 1st IDZ transform to cyborg and back.

      I really need to stop making quick riddles to keep this thread alive

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    • Simple one

      A 10 health Jester is in every lane. The zombie hero has 17 health. The plant hero has one health. An environment is in lane 4. The zombie hero's block meter is filled 1/2 of the way and all hits charge it by 1.

      Plants: Two plants are played, none have or gain traits and are in the same class. No plants or zombies are hurt, destroyed, bounced, or changed

      Tricks: The zombie hero is already destroyed before this

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    • sounds like mega-grow

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    • RandomzSunfish23901 wrote:
      Simple one

      A 10 health Jester is in every lane. The zombie hero has 17 health. The plant hero has one health. An environment is in lane 4. The zombie hero's block meter is filled 1/2 of the way and all hits charge it by 1.

      Plants: Two plants are played, none have or gain traits and are in the same class. No plants or zombies are hurt, destroyed, bounced, or changed

      Tricks: The zombie hero is already destroyed before this

      There are three solutions to this.

      For A and B, Lane 4 is Pear Paradise.

      A: Heartichoke is played in lane 4, creating two of them. Then Astro-Vera is played in any other lane. Each Heartichoke will deal 10 damage to the Zombie Hero, destroying them.

      B: Heartichoke is played in any lane besides 4. Astro-Vera is played in lane 4, creating two. Each heal the plant hero for 10, dealing 20 damage to the zombie hero and destroying them.


      C: Lane 4 is a Flytrap Planet

      Heartichoke is played in lane 4, then play Astro-Vera anywhere. It will do 10 damage to the zombie hero, then loop causes another 10 damage destroying them

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    • A puzzle... of some sort...


      Playing as a zombie hero with 1 HP left. All zombie cards and the enviroments must be playable by a zombie hero (Example: Cant use cards from three different classes). No conjure effects or superpowers. Set 3 and 4 required.

      Start: Lanes 1-4 are the same zombie enviroment. The level conditions gives all plants teamup and amphibious, while zombies are completely default. Lane 5 has a DMD

      The plant hero's block meter is 6/8th full and fills by 1 each time. If the plant hero blocks, they get a super power that defeats you. The plant hero has 30HP


      Zombie Phase: Two zombies are played.

      Start of Plant Phase: There's only one zombie, causing the X-Files theme to play. The same plant is played in lanes 1 to 4. The total cost in sun is 10 higher than the total cost of zombies.

      Then a Wallnut is played in lane 1 infront of the plant there.

      Zombie tricks: Nothing is played

      Combat: The plant hero is defeated.

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    • No ones touched this riddle? Guess here's a very easy riddle before this thread gets too dusty


      Start: Field layout is same as PvP and empty. No RNG, superpowers, or conjure effects in the puzzle.


      Zombies: A _______ is played in lane 5. It has no "When Played" effects

      Plants: The same plant is played in lanes 1 and 2

      Tricks: Nothing is played. No zombies or plants have taken any damage, changed lanes, or recieved any stat changes.

      After Combat: The plant in lane 1 has not changed, but the plant in lane 2 is destroyed.


      What was played?

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    • Thinklogic wrote: No ones touched this riddle? Guess here's a very easy riddle before this thread gets too dusty


      Start: Field layout is same as PvP and empty. No RNG, superpowers, or conjure effects in the puzzle.


      Zombies: A _______ is played in lane 5. It has no "When Played" effects

      Plants: The same plant is played in lanes 1 and 2

      Tricks: Nothing is played. No zombies or plants have taken any damage, changed lanes, or recieved any stat changes.

      After Combat: The plant in lane 1 has not changed, but the plant in lane 2 is destroyed.


      What was played?

      A Trapper Zombie is played and the two plants are any 1 health plant. The Trapper Territory can only take out the 2nd one

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    • Thinklogic
      Thinklogic removed this reply because:
      2
      04:47, September 13, 2017
      This reply has been removed
    • RandomzSunfish23901 wrote:

      Thinklogic wrote: No ones touched this riddle? Guess here's a very easy riddle before this thread gets too dusty


      Start: Field layout is same as PvP and empty. No RNG, superpowers, or conjure effects in the puzzle.


      Zombies: A _______ is played in lane 5. It has no "When Played" effects

      Plants: The same plant is played in lanes 1 and 2

      Tricks: Nothing is played. No zombies or plants have taken any damage, changed lanes, or recieved any stat changes.

      After Combat: The plant in lane 1 has not changed, but the plant in lane 2 is destroyed.


      What was played?

      A Trapper Zombie is played and the two plants are any 1 health plant. The Trapper Territory can only take out the 2nd

      In PvP, lane 5 is water so trapper cannot be played there.

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    • Thinklogic wrote: No ones touched this riddle? Guess here's a very easy riddle before this thread gets too dusty


      Start: Field layout is same as PvP and empty. No RNG, superpowers, or conjure effects in the puzzle.


      Zombies: A _______ is played in lane 5. It has no "When Played" effects

      Plants: The same plant is played in lanes 1 and 2

      Tricks: Nothing is played. No zombies or plants have taken any damage, changed lanes, or recieved any stat changes.

      After Combat: The plant in lane 1 has not changed, but the plant in lane 2 is destroyed.


      What was played?

      ...

      .*technical difficulties, please stand by* -

      !!!

      Fireweeds vs Shark Sub. The one on Lane 2 is on ground and make sure Lava that damages it and gets it destroyed by the Shark Sub's ability. The one one Lane 1 is on Heights and is safe from its effect.

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    • YammaYamer21 wrote:

      Thinklogic wrote: No ones touched this riddle? Guess here's a very easy riddle before this thread gets too dusty


      Start: Field layout is same as PvP and empty. No RNG, superpowers, or conjure effects in the puzzle.


      Zombies: A _______ is played in lane 5. It has no "When Played" effects

      Plants: The same plant is played in lanes 1 and 2

      Tricks: Nothing is played. No zombies or plants have taken any damage, changed lanes, or recieved any stat changes.

      After Combat: The plant in lane 1 has not changed, but the plant in lane 2 is destroyed.


      What was played?

      ...

      .*technical difficulties, please stand by* -

      !!!

      Fireweeds vs Shark Sub. The one on Lane 2 is on ground and make sure Lava that damages it and gets it destroyed by the Shark Sub's ability. The one one Lane 1 is on Heights and is safe from its effect.

      Yup.

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    • Another basic riddle. There maybe multiple solutions


      You are playing as the zombie hero


      Start: All lanes are empty and ground except lane 1 which has a Soul Patch. The plant hero has 1HP left and no cards.

      Zombie Phase: What is the cheapest conjured zombie you could play to win this turn?

      Note: If you use zombie conjured by Cosmic Sports Zombie, it'll count as the new price.


      Bonus: If the Soul Patch was an Astrocado instead, then what would the answer be?

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    • Well, for the bonus, it would be a 0-cost arm wrestler because they can simply attack in lane 2

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    • Hal lucination wrote:
      Well, for the bonus, it would be a 0-cost arm wrestler because they can simply attack in lane 2


      Woops, forgot to add the zombie hero has 1HP. But then the answer is still fairly obvious, a 0-cost Sumo Wrestler in lane 1 can move the Astrocado to another lane

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    • 2-cost Pogo uses Bounce!

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    • YammaYamer21 wrote:
      2-cost Pogo uses Bounce!

      Nope, the answer I had in mind was Cosmic Imp conjured Loose Cannon, which costs 1 Brain.

      Before combat it will do 2 damage to the plant hero, which is re-directed to the Soul Patch and destroys it because of Deadly. It then attacks for 1 damage to the plant hero.

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    • Having done too many Puzzle Party DCs that are too easy I decided to make one instead of a Fill in the Blanks. Hopefully this takes you all so long to figure it out that the thread dies again (it has a solution though...)


      Puzzle Party!

      Featuring: Bowling Zombie (Event Card)

      Bowling Zombie: Hearty

      Professional Sports Zombie

      Cost: 3 Brains

      Stats: 2/3

      Gravestone. When this hurts a plant with equal or lower strength: Destroy it.


      Dr Zomboss: "It's absolutely NUTS out there! The zombies are all hiding in gravestones, but fortunately for you I've snuck a Bowling Zombie in one of those gravestones that should be able to take out one of the nuts. A Zomblob might be able to take down Wall-Knight, but I'm a bit short on brains..."


      Start: You made 6 Brains this turn. Your hand contains a Zomblob, Gizzard Lizard, Medulla Nebulla, Area 22, Cone Zone, Rolling Stone, Bungee Plumber, Primordal Cheese Shover, Alien Ooze, Rocket Science, and a Brain Vender. You are Rustbolt with 1HP

      The plant hero has no blocks, no cards, and 20HP


      Contents of field: (Zombie inside Gravestone), Enviroment, Plants

      Lane 1: Gravestone (Conga Zombie), Solar Winds, Mirror-Nut with a Cosmic Flower behind it.

      Lane 2: Gravestone (Bowling Zombie), Force-Field, Wall-Nut with a Garlic behind it.

      Lane 3: Gravestone (Sumo Wrestler), Sappy Place, Lil'Buddy with a Briar Rose behind it.

      Lane 4: Gravestone (Teleportation Zombie), Force-Field, Wall-Nut with a Pecanolith conjured by Cosmic Nut  (Gained 3 Attack) behind it

      Lane 5: Gravestone (Sumo Wrestler), Force-Field, Wall-Nut with a Soul Patch behind it.

      *Behind it intensifies*


      You can't play anything during the zombies phase, so you can skip that and the plants phase.

      When the gravestones are revealed, what plants do you target?

      What do you play during tricks?

      You must win during the combat phase.


      Possibly Useful Hints:

      -If a zombie without Frenzy somehow gains Frenzy upon destroying a plant by attacking, it will still do a bonus attack.

      -Because all lanes are enviroments, they are also all ground and Alien Ooze inflicts -6/-6.

      -Soul Patch must be removed in order to win.

      -Bowling Zombie's ability is based on it's strength stat, not the damage he would deal. So with 2 strength, even under Pecanolith's effects he can still only destroy plants with 2 strength or less.

      -Gravestones are revealed left to right. Lane 1 is the left most lane, lane 5 is the right most.

      -Briar Rose only hurts zombies that hurt a flower. Not zombies hurt by flowers.

      -The plants in lane 1 are "OH HO HO GUARANTEED LETHAL" -Fry Em Up

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    • Tails: ???

      Me: This Is Madness!

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    • Okay okay... time for a more... reasonable riddle... perhaps a bit Beastly too...


      Start: You're playing as a Beastly hero (so you can use only Beastly cards and cards of one other class). The plant hero is Guardian and starts with 30HP and no blocks.

      Lanes 1-4 contain enviroments that your hero can play. Lane 5 is water and contains a Killer Whale and a Mayflower.

      You may use Event cards and any cards from Sets 1, 2, 3, and 4.


      Zombies Phase: You play ONE zombie that costs 5 Brains or less, and four other zombies that cost 3 Brains or less.

      All cards are at default price, stats, and traits (Ex: No conjuration effects, discount Trickster, Stompadon/Agent Buffs).

      Plants Phase: The plant hero plays an Astro-Vera in every lane possible.

      Hope you picked one of these for your 5 Brains or less Zombie!

      Giant SupernovaGarg

      "Pick me! I'll wipe out all those Astro-Veras!"

      Sneezing ZombieH

      "No! Pick me! I'll prevent the plant hero from healing!"










      Zombie Tricks: You play one superpower that is usable by your chosen hero (can be signature)

      Combat: The plant hero is defeated.


      What zombie hero, enviroments, zombies, and superpower did you use?

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    • No one? Can't tell if my riddles are too hard, easy, uninteresting, or take too long to solve.

      Time for a different type of riddle...


      In the following image: If Citron uses Doom Shroom will the Gas Giant's "When Destroyed" ability fill Citron's Block-o-Meter?

      Screenshot 20171218-114240

      Note: The source of Bullseye will also be destroyed with Doom Shroom

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    • Thinklogic wrote:
      No one? Can't tell if my riddles are too hard, easy, uninteresting, or take too long to solve.

      Time for a different type of riddle...


      In the following image: If Citron uses Doom Shroom will the Gas Giant's "When Destroyed" ability fill Citron's Block-o-Meter?

      Screenshot 20171218-114240

      Note: The source of Bullseye will also be destroyed with Doom Shroom

      No, because destruction occurs from left to right, blah blah blah.

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    • DatDramaPlant wrote:

      Thinklogic wrote:
      No one? Can't tell if my riddles are too hard, easy, uninteresting, or take too long to solve.

      Time for a different type of riddle...


      In the following image: If Citron uses Doom Shroom will the Gas Giant's "When Destroyed" ability fill Citron's Block-o-Meter?

      Screenshot 20171218-114240

      Note: The source of Bullseye will also be destroyed with Doom Shroom

      No, because destruction occurs from left to right, blah blah blah.

      You got the right answer, but the real reason is because high Damage always gets a 1-Block because of the bullsh*t mechanics of this game

      Although srsly that one was basically an insult from my point of view.

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    • YammaYamer21 wrote:

      DatDramaPlant wrote:

      Thinklogic wrote:
      No one? Can't tell if my riddles are too hard, easy, uninteresting, or take too long to solve.

      Time for a different type of riddle...


      In the following image: If Citron uses Doom Shroom will the Gas Giant's "When Destroyed" ability fill Citron's Block-o-Meter?

      Screenshot 20171218-114240

      Note: The source of Bullseye will also be destroyed with Doom Shroom

      No, because destruction occurs from left to right, blah blah blah.

      You got the right answer, but the real reason is because high Damage always gets a 1-Block because of the bullsh*t mechanics of this game

      Although srsly that one was basically an insult from my point of view.

      There are many times when I had lethal on the opponent, had five block meter, and I proceeded to roll a three...

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    • I've got one:

      You have 1 health while your opponent, The Smash, has 4 health and two Planetary Gladiators on lanes 3 and 4. Defeat your opponent with a Cosmic Bean, a pea, a mushroom, and 6 sun! (no superpowers are used)

      Please assume no super-blocks, left-most lane is heights, and right-most lane is water.

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    • VeXJL wrote: I've got one:

      You have 1 health while your opponent, The Smash, has 4 health and two Planetary Gladiators on lanes 3 and 4. Defeat your opponent with a Cosmic Bean, a pea, a mushroom, and 6 sun! (no superpowers are used)

      Please assume no super-blocks, left-most lane is heights, and right-most lane is water.

      Primal Peashooter on lane 2, Cosmic Bean on lane 3 spawns Coffee Grounds on lane two, then Poison Mushroom on lane 4

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