Giant Suggestion: Plants!
Just saying, if PVZ heroes adds a new event card every week, they'll run out of ideas sooner or later. So... I just shoved all my plant ideas into a "Question". Sorry if it’s a bit messy, I’ll fix it once I figure out all the classes. In case you’re wondering, my format for this is: Name, tribe if it matters, trick or not, sun cost, damage/health, traits, abilities, classes.
Homing Thistle: 4 sun, 3/3, start of turn: you choose where this attacks at. It should be Mega-grow.
White Radish: 3 sun, 2/7, this can’t be moved by zombies. Mega-grow.
Destroying Angel (it’s a poisonous mushroom): Mushroom, 8 sun, 4/4, when played: destroy all zombies with 2 damage or less. Kabloom.
Tree-nut: Nut, 3 sun, 0/1, start of turn: doubles the health and gains 1 damage. Guardian.
Toxic Toadstool: Mushroom, 4 sun, 2/2, strikethrough, anti-hero 1, does double damage to the hero. Kabloom.
Primal Potato Mine: 4 sun, 0/3, hen destroyed: do 3 damage here and 2 damage next door. Guardian.
Stallia: Trick, 1 sun, the zombies here and next door lose 1 damage for a turn.
Bombegranate: Trick, 8 sun, do 2 damage and make 2 bombegranate seeds (when destroyed: do 2 damage here, 0/1) here and next door. Kabloom.
Gold Bloom: Trick, 2 sun, you get an extra 3 sun next round. Solar.
Truffle Shuffle: Trick, 5 sun, the plant and zombie hero re-shuffle their hand. Smarty.
Coconut Cannon: 4 sun, 0/5, splash damage 3, every other turn: gains 5 damage for a trun. Kabloom or Guardian.
Gatling Pea: Pea, 6 sun, 3/3, when played: do 4 damage to a random zombie or zombie hero, after attacking: do a bonus attack. Mega-grow.
Spikeweed: 4 sun, 0/8, when damaged: do 3 damage here, the plant behind get damaged too (if a spikeweed is in front of a wall-nut, the wall-nut gets damaged too). Guardian.
Kernal-pult: 7 sun, 3/3, when played: each zombie has a 50% chance of getting stunned for a turn, when this does damage: there’s a 50% chance of stunning this zombie. Mega-grow.
Primal Peashooter: Pea, 5 sun, 4/3, when this hurts a zombie: stun it. Mega-grow.
Sun Shovel: Trick, 1 sun, destroy a plant, gain half of the plant’s cost back as sun. Solar.
Shrinking Violet: Trick, 7 sun, the zombies here and next door lose half of their damage and health (rounded down). Kabloom.
Mars Flytrap: 4 sun, 3/2, when this damaged a zombie, do that much damage to the zombie hero. Kabloom.
Magnet-shroom: Mushroom, 4 sun, 0/3, no zombie has armored (including coneheads!). Kabloom or Guardian.
Primal Wall-nut: Nut, 2 sun, 0/7, gargantuars do only 3 damage to this. Guardian.
Infi-nut: Nut, 4 or 5 sun, 0/7, start of turn: heal for 3 health. Guardian.
Aloe: Flower (is aloe a flower?): 4 or 5 sun, 0/4, team-up, when played: all plants heal for 2 health, start of turn: heals the plant in front of it for 3 health. Solar.
A.K.E.E: 8 sun, 3/4, strikethrough, when played: all zombies and the zombie hero take 2 damage. Guardian.
Chili Bean: Bean Trick, 4 or 5 sun, Stun (a zombie or plant has no damage for a turn, like stupid cupid’s ability) all zombies on the ground. Guardian.
Marigold: Flower, 3 sun, 0/1, start of turn: gain 10 sparks, team-up doesn’t work with this plant, doesn’t work on friendly matches. Solar or Smarty. This doesn’t have team-up for a reason.
Gold leaf: Environmental Trick, 4 sun, plants here gain 5 sparks per round, team-up is nullified, doesn’t work on friendly matches. Solar or smarty (same as marigold).
Stunion: Trick, 1 sun, stuna zombie. Guardian.
Jalapeno: Pepper, 4 or 5 sun, 5/1, strikethrough, start of turn: this destroys itself. OR it could be: Trick, 6 sun, do 4 damage and on fire (zombies/plants take 1 damage one round, and 1 damage the next) on the ground lanes. Kabloom. “You said you’d say the tribe if it matters. Pepper doesn’t have anything that can buff it!” Well, now it does….
Ghost Pepper: Pepper, 5 sun, 3/3, all peppers do haunted (like on fire, but it does 2 damage instead of 1), when destroyed: do 2 damage here. Kabloom.
Bamboozle: 4 sun, 2/3, attacks 3 zombies: the one with the most health, the least health, and the most damage. Kabloom or Mega-grow.
Pepper-pult: Pepper, 3 sun, 4/3, plants can’t get frozen. Kabloom or Mega-grow. I don’t care if this should do on fire or not. Fire pea isn’t going to.
Lilly Pad: 3 sun, 0/2, non-amphibious plants can be played here, amphibious. Smarty.
Tangle Kelp: Trick, 3 sun, do 5 damage to a zombie in the water. Solar.
Spore-shroom: Mushroom, 4 sun, 3/3, when this destroys a zombie: make a spore-shroom in a random lane. Kabloom.
Tall-nut: Nut, 2 sun, 0/9, summoned instead of the wall-nut and extra card nut signal gives. Guardian.
Wallflower: Flower, 4 sun, 3/2, gets 2 health for every plant with 3 health or more. OR it could be: 5 sun, 3/2, gains the same amount of health as the plant with the most health. Guardian.
Awesome! You got through my mess of ideas! I’m going to put all the plants in a suggestion, all the zombies in a suggestion, and all the other stuff (game mechanics and my friend’s ideas) in another suggestion. Feel free to tell me if a plant or zombie is OP or UP, or tell me if a plant is better off in another class.