What if... the Heroes became playable cards?
Precisely that.
I got a little bit curious the other day about how the in game heroes (Green Shadow, Super Brainz, etc) would be if they were playable cards.
THE GOAL: Try to capture the heroe's "essence" or main characteristics into a playable card, without (hoping) making it too similar to the original Heroe or too OP.
Soo, in a moment of creativity I designed these.
Similar concept, shoots a small pea on the lane it is played. This mechanic can help you clear small minions, or just become free extra damage.
Solar Flare main characteristic is gaining that sweet extra sun, so I tried to keep that essence. The problem is, that I didn't wanted to just give free suns "just because" or this plant would be waaay to broken. I think that gaining that extra sun once it dies makes it countereable, but still worth it.
We all know that it is pretty hard to crack this nut. With the invulnerability, healing and the nut conjuring superpowers, I knew this card should be hard to defeat.
An armored nut? Yes please.
An armored 2 nut? YEEEESSS.
Same concept as Wall-Knight, this guy has killing and healing. So, I just made a better version of a Chomper.
I think that the costant healing from this card could help Chompzilla see more play on the field.
I looooove Potato Mines, but I haaaaate to include them in my deck xD.
So, this guy is a Mine Factory that can help you stabilize the board.
This was a tought one. It is quite obvious that his main characteristic is his main superpower. But how can I include it without overexplotation from the players?
(something like, making the Soul Patch invulnerable every turn).
I am not really a fan of RNG, but I guess that this not only makes it more balanced, but also more fun.
Like a mini-version of Tricorn, you can get 6 damage with this card alone, just like the original superpower. Downside is that it only activates when this card does damage, so attacking invulnerable zombies or gravestones won't trigger the effect.
I mean, he is a NINJA MUSHROOM. He should have more ninja skills, at least in my opinion. Plants don't have any mechanic to hide other plants (like gravestones) so I tought that this would make an interesting card. (And yes, the "invisibility" only lasts until the Battle Phase, in case you were wondering)
This is one of my favorites. I would looooooove to see this card on the game. Can you imagine all the combos you can ruin with this card? Oh, you summoned a 20 attack Blob? Weeeell, guess what? Now you have a 1/1 Cell Phone Zombie.
When I think of the Capt. I always think of insane damage and "face is the place".
I wanted to create that, but giving the zombie player at least one opportunity to fight back.
I don't have the carrot-lady, but I know that she loooves to conjure things. We don't have anything like this yet on the game, so I thought in giving it a try.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Aaaaaand now, the precious precious zombies.
Same thing as with Green Shadow, I just tried to replicate his main Superpower without making it (hopefully) too broken.
I guess it can be somewhat OP if combined with deadly...? But with less than 3 attack, I think it is vulnerable to removal tricks.
This guy is like... the manliest of all gargantuars, so it should have an ability as equal as Macho as he is.
This lucha libre wrestler doesn't like defeat, and that's why he automatically destroys those opponents he can't beat in a fair match.
Impfinity? Like in... Impfinite value?
A 2/1 that just keeps coming back is not only a decent aggro card, but a small wall that can help you block nasty plants. Don't worry, with just 1 health you can clear it easily with any trick to clear the path for your plants.
Ah, my loved Rustbolt. I thought that reducing the attack of the enemy plants is not a super awesome ability for a legendary card, so I focused on the rest of his superpowers.
I like the idea of a self-healing zombie that can help you on those controll matches, so I did precisely that.
This guy just has the best removal superpowers from the game. 1 that does 3 damage, and another one that ALSO does 3 damage while healing you. I think that dancing decks need this kind of pesky zombies, so I created that. His ability won't re-trigger his ability, in case you were wondering xD Buuut he can activate it twice if it deals damage through overshoot, for example.
Zombies should have more freeze cards, or at least is what I think. His superpower is cool (pun intended) but how could I replicate it? This is the zombie version of the Winter Squash (almost). If a plant suffers damage, you freeze it. You can easily counter it with nuts, for example.
What's more fun than conjuring cards? Conjuring MORE cards!! He would work kinda the same way as Disco Naut, giving or taking away the ability depending on their current damage.
Immorticia has TWO conjuring superpowers (the Bat and a random zombie) so I knew I wanted to do something like that. This card would allow a board filler, kinda like the Imp-throwing Imp works. And no, these bats are different from the one that you conjure from the main superpower, so you would NOT draw cards if they damage a plant. These are mostly as "tokens" you can sacrifice to summon your blobs or for a great Bad Moon Rising.
Pretty simple, but efficient. You can potentially deal 6 damage to plants with this card alone, so it can be pretty nuts. Just be careful for Hibernating Beary that may be wandering around there.
Another zombie that just conjures things would be no fun, so I decided to mix two superpowers for this card (Acid Rain and the Octo-Pult). Just 2 health so it is easily removed by other cards. It is amphibious after all, so that makes it harder to reach than the rest of the cards.
Last but not least, the environment maniac. He has so many environment related superpowers that I just rolled with it.
Aaaaaaaaand that's it.
Liked it?
Who was your favorite card?
Do you think they were balanced or that some of them are super broken?