Ability: Do 3 damage to a Plant and 1 damage to all other Plants.
Set - Rarity: Premium - Legendary
Card description
For Z-Mech, any target is a good target.
Update history
Update 1.16.10
Ability change: Attack for 2 damage in three random lanes. → Do 3 damage to a Plant and 1 damage to all other Plants.
Update 1.24.6
▲ Tribe added: Imp
Strategies
With
This superpower costs as much and does as much damage as Electrobolt, which is also one of Z-Mech's superpowers. So that's definitely something to keep in mind when using this as removal, but as it stands, it's really effective against smaller units with less health while removing a well-sized target (3 health is in range of a lot of early threats worth using this for).
However, it's not a bad idea to use this solely to remove something the same way you would use Electrobolt for, as Electrobolt is a great superpower, so being able to effectively use 2 is pretty advantageous. But you could definitely play out a combo against a Kabloom-like strategy that this might have greater effect against.
Missile Madness, as a Trick, can have its cost reduced by Zombology Teacher, making it a free play without losing tempo if she survives until Z-Mech gets to play it. It could theoretically work with Binary Stars also, but unless Flag Zombies are used to play them earlier, Missile Madness couldn't do enough damage to meaningfully impact the battle.
Just like Electrobolt, having many threats on the field or boosting the plants' health to at least 4 reduces the impact of this trick. Generally, just be careful of swarming lots of plants that have 1 health as Z-Mech may have this superpower ready.
You can also make Z-Mech think twice before using this trick by having Mirror-Nut or Hibernating Beary on the field. However, be on the lookout for Rolling Stone and Weed Spray if you are going to use this strategy.
Gallery
Missile Madness' statistics
Missile Madness' card
Missile Madness' card image
Missile Madness' HD card
Missile Madness being played (1)
Missile Madness being played (2)
Missile Madness being played (3)
Old
Missile Madness' statistics before update 1.24.6
Missile Madness' statistics before update 1.16.10
Missile Madness' statistics
Missile Madness being played (1)
Missile Madness being played (2)
Trivia
After the RED update, Missile Madness's sound effect when it is played sometimes uses that of Shrink Ray's or Eureka's.
Missile Madness is the only signature superpower whose icon does not depict its corresponding hero's face.
This was the first and only signature superpower in the game whose ability had been changed until Power Pummel and Frozen Tundra.
This card is in both the Science and Imp tribes due to its association with Z-Mech and its Imp pilot, yet is part of neither the Brainy nor the Sneaky class, which mainly correspond with those tribes.
Its card description refers to how Z-Mech hits every plant (besides Untrickable and Shielded plants), no matter which plant the ability was used on.
If all plants on the field can't be hurt, then Missile Madness cannot be used and if obtained from a Super-Block Meter, will automatically go into the zombie player's hand.
Missile Madness uses a unique method to perform its splash damage where before dealing damage, it adds an extra rule into play: "When Missile Madness damages a Plant, damage all other Plants for 1." This comes with a whole host of unique interactions caused as a side effect:
Because the damage dealt by the extra rule doesn't come from an Imp tribe card, Toxic Waste Imp's ability won't activate on any plants other than the initial target. On the other hand, Binary Stars still interact properly with the splash damage because they have a special exception carved out to apply to this card, and Zombot Sharktronic Sub's ability activates on any damage dealt no matter the source.
This extra rule attempts to remove itself from play after dealing the splash damage, but the game doesn't allow special rules to be destroyed mid-match, so this fails to resolve. As a result, if multiple copies of Missile Madness are played during a game (using Quasar Wizard or Thinking Cap), each copy of the hidden card will activate and deal damage. For example, the third Missile Madness used in a match will deal 3 damage to its initial target, and 1 damage 3 times to all other Plants on the field.
Missile Madness is one of only three cards to use a Board Ability for its effects, the other two being Clique Peas and Intergalactic Warlord.