Seriously needed nerfs/buffs in PVZH
I'll try to make this unorganized list of suggestions as reasonable as possible. By the way, this isn't a "I lost to X so X needs to be nerfed!!!" type of thing, in case you were worrying.
Nerfs
Smelly Zombie: 2/4 -> 2/3 (This zombie has average stats for its cost, gravestone, AND the most unbalanced ability in the entire game, Deadly? This lowering to 3 health is NEEDED, as only one plant in the entire game costs 3 Sun and has 4 strength (Zapricot), and it isn't even used very often among veterans)
Toxic Waste Imp: 2/2 -> 2/1 (This one may seem pointless, but think of it like this: Average stats, ALL Imps have Deadly, and Amphibious? Also, this 2 Brainz costing zombie can destroy a 5/10 Legendary Soul Patch with Armor 1. Seems balanced. Maybe now, it can at least be killed by Sour Grapes or Water Balloons before turn 6)
Sumo Wrestler: 2/3 -> 2/2 (Pismashio is a 2/3 with no abilities. Sumo Wrestler is a 2/3 WITH an incredible ability and Gravestone. Nope)
Valkyrie: 0/6, 3 Brainz -> 0/4, 4 Brainz (No need to explain this one)
Lurch for Lunch: A zombie does a bonus attack. -> A zombie with 5 strength or less does a bonus attack. (Tired of the unavoidable Copter Commando + LFL combo)
Plant Food: A plant gets +1/1 and does a bonus attack -> A plant with 6 strength or less gets +1/1 and does a bonus attack. (Eh hem, unavoidable Magnifying Grass and Poison Oak combos)
Power Flower: 3/5 -> 3/4 (So is can be countered by Drum Major, I guess? I dunno, this card needs a nerf somehow)
Rocket Science: 3 Brainz -> 4 Brainz (Otherwise, it's just Locust Swarm for 3 Brainz that doesn't work on Flowers. Oh no! What an incredible weakness that makes this OP card balanced!)
The Chickening: Do 2 damage to all plants. -> Do 2 damage to all plants on the ground. (Yeah, up to 20 damage for 4 Brainz is a tad bit nope)
Re-Peat Moss: Basic - Common -> Premium - Uncommon (swap rarities with Sweet Potato)
Super Stench: All zombies get Deadly. Draw a card. -> A zombie gets Deadly. Draw a card. (Because I don't like all of my plants, no matter what their type, dying for 1 Brainz)
Shrink Ray: A plant gets -3 strength. Draw a card. -> A plant gets -3 strength. (The card draw is unneeded. The ability alone is powerful enough)
Arm Wrestler: 2/2 - > 1/2 (It will gain 2 strength anyway once you play a plant here, and every 1 cost plant with strength has 2 health or less, so it's still useful)
Teleport: You may play a zombie as a trick this turn. Draw a card. -> You may play a zombie as a trikc this turn. (Same reason as Shrink Ray)
Berry Blast/Bungee Plumber/Sunburnt/Zombot's Wrath: ALL cannot be used on heroes. I've lost one too many games having the clear board and card advantage with only 2 health left against Solar Flare, only to unfairly die to Sunburnt.
Snowdrop: 1/2, This gets +2/2 when a Zombie is Frozen. -> 2/2, this gets +1/1 when a zombie is Frozen. (Maybe Green Shadow newbies will use something OTHER than a Freeze deck?)
Cat Lady: When you play another pet: This gets +3 strength this turn. -> When you play another Pet, this gets +2 strength this turn. (Tired of Brain Freeze spamming 3 Cat ladies in a row by round 2, meaning a 0/4, a 3/4, and a 6/4 by round 2)
Buffs
Trashcan Zombie: 2/3 -> 3/2 (his original stats, which were much better)
Party Thyme: 2/1 -> 1/3 (So he's kind of like Headstone Carver for plants)
Poison-Mushroom: 1/1 -> 1/2 (Long-story short: I'd rather use Bonk Choy over Poison-Mushroom in its current state. Plus, the extra health makes it worthy to be buffed by Buff-Shroom)
Cakesplosion: Do 4 damage to a plant. -> Do 5 damage to a plant.
Sizzle: 5 Sun -> 4 Sun (So squash doesn't outright replace it when playing as Solar Flare)
Chomper: 2/1, When played: Destroy a Zombie here with 3 strength or less. -> 0/1, When played: Destroy a Zombie here with 3 strength or less. This gets +1 strength for each health that zombie had. (Makes it worthy of being a super-rare, and unintentionally makes it the ultimate Overstuffed Zombie counter)
Haunting Zombie: 2 Brainz -> 1 Brainz
Cellphone Zombie: 1/1 -> 2/1 (I've noticed this card being used very rarely among veteran players)
Sage Sage: 2/1 -> 2/2 (So Cellphone Zombie isn't outright better than it)
Whirlwind/Dolphinado: Bounce a *selected* plant/zombie.
Fume-Shroom: 2/1 -> 2/2 (So it is equally balanced with Hot Dog Imp, apart from the rarity)
Knight of the Living Dead: 7 Brainz -> 6 Brainz
Ra Zombie: 3/4 -> 4/4
Smashing Pumpkin: 6/5 -> 7/6 (It's original stats)
Smoosh-Shroom: 5/4 -> 5/6 (Original stats)
That's all I can think of right now. I'm probably missing something very important here, but oh well.
- Yeah a prof/valk just kicked my *. It was pretty great to watch. I was running my troller flare deck and walked right into it.
I wasnt mad, i was amazed. My troller flare and C.C decks are both very strong, but i get beat by clever play and counter builds enough to know that they both 1. Do, in fact, have counters (my cc deck is actually a good one to profvalk); and 2. Aren't as overpowered as people think. Just like some of the other high level decks.
Again, i think the main problem is the middle ground of the game. You've got just enough cards to pull some surprisingly strong turns for the win, whereas at high level, every turn could be a massive swing in momentum. It very hard to gage the balance as the game still builds players and decks start filling out.
As you've noted throughout, many of the cards aren't op, they just synergize well with others and help fulfill win conditions. Others that are considered weak do the same (as you have also considered) meaning are still figuring out ways to make decks work.
Again, it's just to soon to call balance out.