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In case you haven't been in the Card Creation threads since it was called Teammate Creation or haven't paid particular attention to the PvZW ideas channel, I've created many Cosmic ideas of all calibers. I swear I'm not obsessed with these things. Some of them can use the effect of other Cosmics, and as such it'd be preferable to have a list of them so one can properly assess what would happen if they were all added. Therefore, without further ado, I present a collection of all of my ideas! Enjoy!

Cosmic-Conjured Particles[]

Although this might seem random, there are two main reasons this would be an improvement:

A) In some cases, it can actually tell you information you'd otherwise have to analyze the Plant/Zombie to figure out if they've been Cosmic-made.

B) It fulfills the "empowered" Plant/Zombie idea. For 1/5th of all Cosmics, the effects made aren't visible. Cosmic All-Star's price reduction is important for Rustbolts(and lucky others) with Transformation Stations, and Cosmic Bean's Team-Up addition has made me lose games on both sides for forgetting. Salt aside, however, the whole idea of Cosmics is to create empowered fighters, and nothing gives off the "stronger than your typical run-of-the-mill Plant/Zombie" feel than some glowing particles coming off of the conjured Plant/Zombie.

Guaranteed Empowerment[]

Simply put, I don't want Plants and Zombies already with the Traits offered by Cosmic Conjuring or that cannot recieve them to not get benefits. For example, for Plants/Zombies that already have the Trait they're supposed to receive(ex. Power Flower, Teleportation Zombie), they can grant their ability to others of the Cosmic's Tribe, like Wizard Garg. (Fighters like Toxic Waste Imp can be expanded to affect ALL Zombies) Stackable Traits, like Overshoot, can be added up(although I don't think there are any Overshoot Dancing Zombies beyond the Cosmic until Set 4 comes anyways) and Team-Up Beans can gain the ability to move in front or behind their partner plant after Tricks. Speaking of Tricks, they can also be improved. Conjuring and Drawing Tricks, like Triplification and Holo-Flora, could grant Traits from their Cosmics to the Conjured/drawn cards. One major case of this: Cosmic-Conjured Doom-Shroom damages surviving Zombies for 2.

Cosmic Cards[]

Plants[]

Galactic-Rare Cosmic Berry

Class: Kabloom

Cost: 3

Tribe(s): Berry Plant

Stats: 3/1

Ability: When Played: Conjure a Berry, and it's abilities deal 1 extra damage/grant +1 extra Strength.

//Berries with no abilities or non-damaging abilities gain +2 Strength.

//Ex(x4): Cosmic-Conjured Sergeant Strongberry deals 3 damage to zombies hurt by other Berries; Conjured Bluesberry deals 3 damage when played; Conjured Sour Grapes is a Plant-sided Chickening on a 2/2, and Conjured Hibernating Beary gains +5 Strength when hurt.


Galactic-Rare Cosmic Fruit Salad

Class: Mega-Grow

Cost: 5

Tribe(s): Fruit Banana Plant

Stats: 4/3

Ability: When Played: Conjure a Fruit or Banana, and it gets +2/+2.

//Conjured Tricks cost 2 less.


Galactic-Rare Cosmic Root

Class: Guardian

Cost: 4

Tribe(s): Root Plant

Trait(s): 2/4

Ability: When Played: Conjure a Root, and it gains +3 Health.


Galactic-Rare Cosmic Leaf

Class: Smarty

Cost: 3

Tribe(s): Leafy Plant

Stats: 1/3

Trait(s): Splash Damage 1

Ability: When Played: Conjure a Leaf, and it gains Splash Damage 1.

//Lightning Reed gets +1 Strength and Splash Damage 2.


Galactic-Legendary Cosmic Tree

Class: Solar

Cost: 7

Tribe(s): Tree Plant

Stats: 4/6

Ability: End of Turn: Summon a random Cosmic Plant in a random lane. When a Cosmic Plant is Played: The Plant Conjured by the Cosmic gains another random Cosmic Plant's buff as well. This Plant gains that buff.

//Ex: The first turn after this is played, a Cosmic Bean is summoned, and the Bean it Conjures gets +2/+2 and Team-Up. The Cosmic Tree gets +2/+2 and becomes a 6/8. It survives to next turn, it summons a Cosmic Flower, which Conjures a Flower that gets Strikethrough and Doublestrike. The Cosmic Tree will, in total, be a 6/8 with Doublestrike.

//NOTE: Cosmic Tree will only follow Cosmic Nut's ability if it has less than 3 Strength. The Conjured plant itself, however, will become 3 Strength no matter what.


Galactic - Rare Cosmic Balloons

Class: Solar

Cost: 4

Tribe(s): Trick

Ability: A Zombie gets -2/-2. If you made 6 sun this turn, it gets -4/-4. Conjure a Sun-related card, and its effects are doubled.

//Ex: Magnifying Grass gets +2 Strength per Sun made. Water Balloons gives -3/-3 if you've earned 6 sun. Twin Sunflower gives a whopping 4 sun at the beginning of a turn.


Galactic - Rare Cosmic Lettuce

Class: Smarty

Cost: 3

Tribe(s): Leafy Trick a Cosmic Trick with a class wow

Ability: Hyperfreeze a Zombie. Conjure a card that Freezes Zombies, and it now Hyperfreezes Zombies.

Hyperfrozen - This Zombie must attempt to attack and be attacked before it can attack again.


Galactic - Rare Cosmic Pedal Dance

Class: Kabloom

Cost: 5

Tribe(s): Flower Trick

Ability: Deal 1 damage to all Zombies. Conjure a card with direct damage, and the damage is deal next door too.

//Cherry Bomb and Lava Guava affect the whole field, and GoW and any Hero-targeted direct-damage attacks act as Strikethrough on the lane of the attacking Cosmic-Conjured plant.


Galactic - Rare Cosmic Peel

Class: Mega-Grow

Cost: 3

Tribe(s): Banana Trick

Ability: Move a Zombie. Plants in the lane the Zombie was moved to do a Bonus Attack. Conjure a card that moves Fighters, and Plants in the lane where the Fighter was moved to do a Bonus Attack.


Galactic - Super-Rare Cosmic Soil

Class: Guardian

Cost: 3

Tribe(s): Trick

Ability: All cards played this turn gain a Trait/upgrade from a Cosmic they can be Conjured by. Conjure a random card, and it costs 3 less this turn.

//Ex: Pea-Nut can either gain Double-Strike, as it can be Conjured from Cosmic Pea, or it can become a 3-Strength Plant, as Cosmic Nut can Conjure this.

Zombies[]

Galactic-Rare Cosmic Mustacheer

Class: Brainy

Cost: 2

Tribe(s): Mustache Zombie

Stats: 2/2

Trait(s): Gravestone

Ability: When Revealed: Conjure a Mustache , and it gains Gravestone.


Galactic-Rare Cosmic Professional

Class: Hearty

Cost: 2

Tribe(s): Professional Zombie

Stats: 2/1

Trait(s): Armored 1

Ability: When Played: Conjure a Professional, and it gains Armored 1.

//Pros with Armored 1 get Armored 2 XP No, too OP; instead they'll get a turn of Can't Be Hurt.


Galactic-Rare Cosmic Captain

Class: Sneaky

Cost: 4

Tribe(s): Pirate Zombie

Stats: 1/3

Trait(s): Anti-Hero 3

Ability: When Played: Conjure a Pirate, and it gains Anti-Hero 3

//Mr. Anti-Hero 3 gets Anti-Hero 4, of course.


Galactic-Rare Cosmic Gargantuar

Class: Beastly

Cost: 4

Tribe(s): Gargantuar Zombie

Stats: 4/4

Trait(s): Frenzy

Ability: When Played: Conjure a Gargantuar, and it gains Frenzy.

//I was thinking that Frenzy Zombot's Wrath can attack the Hero if it destroys a plant.


Galactic-Legendary Cosmic Overlord

Class: Crazy

Cost: 7

Tribe(s): Zombie

Stats: 5/3

Ability: When Played: Summon two random Cosmic Zombies in random lanes, and their abilities affect both Conjured Zombies AND this Zombie.

//Ex: Cosmic Overlord summons a Cosmic Disco and a Cosmic Gargantuar. The Dancing card Conjured by the Disco gets Frenzy too, the Gargantuar Conjured by the Garg has Overshoot 2, and the Cosmic Overlord himself has Overshoot 2 and Frenzy.


Galactic - Rare Cosmic Smokebomb

Cost: 2

Class: Sneaky

Tribe(s): Trick

Ability: Move a Zombie into an empty lane or swap two Zombies. Affected Zombies get +1 Strength. Conjure a movement card, and it can also swap Fighters' positions.

//This can Conjure any Zombie card that moves anything: this includes the obvious ones (Surprise Garg, Energy Drink, Smokebomb, ect.) but also the plant-moving cards (Sumo, Terrify, Rodeo Garg) and Hunt Zombies.


Galactic - Rare Cosmic Plumber

Class: Crazy

Cost: 4

Tribe(s): Professional Trick

Ability: A Plant takes double damage this turn. Deal 1 damage to that Plant. Conjure a direct damage card, and Plants that take ability damage from it take double damage that turn.


Galactic - Rare Cosmic Armor

Class: Hearty

Cost: 4

Tribe(s): Trick

Ability: A Zombie gets Armored 2 and Can't Be Hurt this turn. Conjure a card that affects a Zombie's Health, and that effect grants Armored 1.

//Just to clarify, this is granting Armored 2 and Armored 1, not giving +2 Armored or +1 Armored.


Galactic - Rare Cosmic Nibble

Class: Beastly

Cost: 2

Tribe(s): Trick

Ability: A Plant gets -1/-1 and loses all its Traits. Conjure a debuffing card, and it removes Traits from plants it debuffs.


Galactic - Super-Rare Cosmic Replicator

Class: Brainy

Cost: 3

Tribe(s): Science Trick

Ability: All cards drawn or Conjured this turn and next turn gain random Cosmic abilities they can normally gain. Conjure a card.

//Refer to Cosmic Soil for specifics on how this works; just apply it to drawn/Conjured cards.

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