Its name is based on the real meaning of terrify, which means to cause someone to feel extreme fear. Its head is based off Telepathy, albeit with no hands.
Statistics
Class: Hearty
Tribe: Trick
Abilities: Move a Plant. Conjure a Monster.
Set - Rarity: Premium - Uncommon
Card description
Just a disembodied Zombie head screaming uncontrollably. Nope. Nothing terrifying about that.
Update history
Update 1.2.11
Tribe removed: Ghost
Update 1.14.13
Set - Rarity change: Basic - Common → Premium - Uncommon
Update 1.60.79
Ability change: "Move a Plant. Draw a card." → "Move a Plant. Conjure a Monster."
Strategies
With
This trick is exactly the same as Sumo Wrestler's ability, and all strategies that apply to it can be used here. Terrify can be played to move a plant onto another lane to clear the lane for a heavy-hitting zombie (especially Amphibious and Team-Up plants) or onto a lane with a zombie so the plant can be destroyed. An alternate strategy is to move a plant towards Arm Wrestler in order to boost his stats by +1/+1.
Since Terrify also conjures a card, it works well with Dino-Roar cards. The strongest example can be executed as The Smash, who can move a plant onto Mondo Bronto's lane to instantly destroy it.
However, the main issue of Terrify is the fact that it lacks value. It is outclassed by Sumo Wrestler because it costs the same, yet Sumo Wrestler provides a Zombie with decent stats. Considering Sumo Wrestler has Gravestone and can continue to gain value through Sports synergy, it is vastly superior to drawing a card. While Terrify's nature as a trick can be used to throw off the Plant Hero's predictions since they can't know when would it be played whereas Sumo comes out of a Gravestone, this is ultimately a minor downside for Sumo, and Terrify remains situational.
Against
Though not used as often, Terrify can prove to be just as dangerous as Sumo Wrestler, as it can move a plant to a more disadvantageous position, giving them an opening to exploit or to destroy a plant that's difficult to reach for them. While you can't exactly fight its Card Draw ability if they start playing it later in the game in presence of Dino-Roar zombies, you can create multiple threats to pressure them, minimizing its potential consequences or outright discouraging them from playing it in the first place.