User blog:CWJ-D/PvZH New Plant Class Idea: Pesky
Looks like my popularity on my last Blog post is dying out...I think I'll make one for plants now.
Like zombies, there are 5 classes for plants too:
Mega-Grow, which focuses on destroying enemies with huge stat boosts and Bonus Attacks. Pea-based Class.
Kabloom, which focuses on dong lots of raw damage to overwhelm the enemy. Mushroom-based Class.
Smarty, which focuses on outsmarting the enemy with clever abilities. Bean-based Class.
Solar, which focuses on making lots of sun, healing, and instant destruction. Flower-based Class.
Guardian, which focuses on making plants last longer using protection and health boosts. Nut-based Class.
And well? I have an idea for a sixth class for plants too.
Pesky Class
They mess with powerful enemies by discouraging stat boosts and Glueing!
Glue: That Zombie's Strength is halved and cannot have its stats boosted this and next turn.
Pesky is slight mix of Smarty and Guardian: They use clever abilities and outlast zombies, but rather than protecting other plants or stopping them dead in their tracks, they focus on making zombies that are powerful due to their special trait or due to their stat-boosting ability weaker so they don't wreak havoc on the field. R.I.P. Paparazzi Zombie, Octo Zombie, and Zombot 1000.
The strength drop from Glueing is rounded up, so if a zombie with 5 gets Glued, its becomes 3.
Pesky is a Vine-based class, but it also features minor tribes like Berry, Flower, Fruit, Leafy, Moss, Mushroom, Nut, Pinecone, Sundew, Root, and Tree.
The icon for Pesky Class is a light green background with a lasso of vines.
There are:
10 Basic - Commons
5 Premium - Uncommons
4 Premium - Rares
3 Premium - Super-Rares
2 Premium - Legendaries
1 Event
1 Token
3 Superpowers
5 Plant Heroes
Basic synergy card: Enrooting Vine
Premium synergy card: Creepy Crawly
Cards are arranged from Common to Legendary, and then Event. If 2 or more cards have the same rarity, they are arranged from cheapest to most expensive. If 2 or more cards cost the same, they are arranged from lowest total stats to highest total stats.
Fighters
Vinelet (Basic - Common)
Vine Plant
Cost: 1
Stats: 1/1
Traits: None
Ability: None
-Vinelet's latest pun is: "Vat did the Sour Grapes say ven it vas destroyed? He let out a little vine."
Strangler Fig (Basic - Common)
Vine Tree Plant
Cost: 1
Stats: 1/2
Traits: None
Ability: After 2 turns: This gains Deadly.
-She destroys them if they don't destroy her first.
Sap-odilla (Basic - Common)
Fruit Plant
Cost: 2
Stats: 1/2
Traits: None
Ability: When played: Glue a Zombie.
-His sap is white, gooey, sticky, and better to spit out than swallow.
Missiletoe (Basic - Common)
(Created before Missile Toe was introduced, and looks very different from it too)
Berry Vine Plant
Cost: 2
Stats: 1/3
Traits: None
Ability: When a Zombie gains Strength or Health, another Zombie gets -1/-1.
-He is the main reason why Zombies don't have Team-Up.
Moss-Shroom (Basic - Common)
Moss Mushroom Plant
Cost: 2
Stats: 2/2
Traits: None
Ability: When played: This gets +1/+1 if there's a Pesky Plant here or next door.
-Doesn't understand why people call him Mushroom. Doesn't care about that, though.
Guardantia (Basic - Common)
Moss Plant
Cost: 3
Stats: 2/2
Trait: Team-Up
Ability: All Plants can't be instantly destroyed.
(All Plants on the field are immune to Tricks that instantly destroy plants like Rolling Stone, Rocket Science, and Locust Swarm, as well as passive abilities like Zombot Sharktronic Sub, Squirrel Herder, and Zombot 1000, as long as this is on the field. Deadly Zombies' damage is unchanged, but they do not instantly destroy Plants.)
-Zombies man. They moss stop their Barrel Rollin' and Squirrel Herdin' and Locust Swarmin'. We Plants are not lichen those cheap tactics.
Enrooting Vine (Basic - Common)
Vine Plant
Cost: 4
Stats: 2/3
Traits: None
Abilities: When a Vine with 2 or more takes a destroying hit at full Health, that Vine survives with 1 remaining and gets +1.
(So when any Vine Plant gets hit by an attack that is strong enough, a Deadly Zombie's attack, or an insta-kill ability, it survives with 1 Health, rather than being destroyed. But if that Vine Plant has taken damage beforehand, Enrooting Vine does not save it. Enrooting Vine does not save Vine Plants with 1 base health, either by default or a stat-decreasing trick.)
-His body is ready...wait, hey, what are you doing? Keep that Bungee Plumber away from him!
Sap-fling (Basic - Common)
Tree Pinecone Plant
Cost: 4
Stats: 1/5
Traits: None
Ability: When this hurts a Zombie, Glue that Zombie.
-"Everyone asks me if it's glueing or gluing. Honestly, as long as it smothers Zombies with glue, I don't care."
Grape Ivy (Basic - Common)
Vine Plant
Cost: 5
Stats: 2/2
Traits: None
Ability: When a Zombie gains Strength or Health, this gets +1/+1.
-What do you get when you cross Sour Grapes and Poison Ivy? Obviously not this.
Sundew (Premium - Uncommon)
Sundew Plant
Cost: 3
Stats: 2/3
Trait: Team-Up
Ability: When a Zombie is Glued: Do 2 damage to that Zombie at the end of each turn.
-He is a suffering Plant, and these are his suffering glands.
Nut Adaptor (Premium - Uncommon)
Nut Plant
Cost: 4
Stats: 3/3
Traits: None
Abilities: When played: If a Zombie here has more Strength than this, this gets +2. If a Zombie here has more Health than this, this gets +2.
-He considers himself a pioneer who found a new way of combat for the Nuts. What he doesn't know, though, is that Mixed Nuts already discovered it a few months ago.
Nependeath (Premium - Uncommon)
Flower Plant
Cost: 4
Stats: 3/5
Trait: Team-Up
Ability: When the Glued effect wears off from a Zombie: Destroy that Zombie.
-Think you can think of a better name than Nependeath? I'd like to see you try.
Honeysuckle (Premium - Uncommon)
Vine Flower Plant
Cost: 5
Stats: 3/5
Traits: None
Ability: End of Turn: Glue a Zombie.
-She's a sweet Plant with a sour attitude.
Grass Blade (Premium - Rare)
Leafy Plant
Cost: 3
Stats: 2/5
Traits: None
Ability: This gets +3 if a Zombie here gains, or has gained Strength or Health.
-I DON'T NEED FIENDS!!! I'VE GOT BLADES!!!
Christmas Tree (Premium - Rare)
Vine Tree Plant
Cost: 4
Stats: 2/4
Traits: None
Abilities: When this first destroys a Zombie: This gets +1 and any attack traits that zombie had. This gets +1 for any additional Zombie this destroys afterwards.
(Attack traits are Anti-Hero, Bullseye, Deadly, Frenzy, and Strikethrough.)
-People must've named him Christmas Tree as a joke: A reminder on how he can never be as popular as the original Christmas Tree.
Creepy Crawly (Premium - Rare)
Vine Plant
Cost: 5
Stats: 3/3
Traits: None
Ability: When played: For every Vine on the field, add a card of each, excluding this, into your hand.
(If there is 1 Vinelet, 1 Whipvine, 1 Creepy Crawly, and 1 Soul Patch on the field, Creepy Crawly adds 1 Vinelet, 1 Whipvine, and 1 Soul Patch into your deck. It is possible with Nirvinea, Seedling, Petal-Morphosis, or Cornucopia.)
-He makes vines explode in number. Sadly, he himself, doesn't.
General Coconut (Premium - Super-Rare)
Fruit Plant
Cost: 5
Stats: 3/3
Trait: Team-Up
Ability: When a Zombie gains Strength or Health: Plants here and next door get +1/+1.
-He once wrote a fan-fiction about Pirate Seas. It was Coconut Cannon and Coco-not canon at the same time.
Mono-Chromeberry (Premium - Super-Rare)
Berry Plant
Cost: 6
Stats: 4/4
Traits: None
Ability: All Zombies' Afterlife, Anti-Hero, Armored, Bullseye, Deadly, Frenzy, and Strikethrough traits are removed.
(All removed traits are restored when Mono-Chromeberry is removed from the field. Plants' traits are unaffected.)
-He knows how Solar Plants felt after Zombies gained Strikethrough. He knows that feel, bro.
Wall-Flower (Premium - Super-Rare)
Flower Plant
Cost: 6
Stats: 4/4
Traits: None
Ability: All Zombies' abilities are removed.
(All removed abilities are restored when Wall-Flower is removed from the field, but only for Zombie fighters. Zombies already on the field do not activate their abilites. Plants' abilities are unaffected.)
-Unlife of the Party has just declared that Wall-Flower is not related to Zomerica's politics in any means.
Sug-Arcane (Premium - Legendary)
Stem Plant
Cost: 7
Stats: 4/7
Traits: None
Ability: When this hurts a Zombie: Glue that Zombie. When a Zombie is Glued: All Zombies in the same class are Glued too.
(So if Sug-Arcane Glues a Beastly Zombie, all Beastly Zombies are Glued too.)
-All she needs now is a storm of Bonus Attacks. Unfortunately, that's not what a sugar rush does for her.
Baton Grass (Event)
Leafy Plant
Cost: 2
Stats: 1/3
Traits: None
Ability: When destroyed: Pass down the total amount of change this plant has had to another plant excluding another Baton Grass.
(So if Baton Grass gets destroyed after being boosted by Fertilize and Embiggen , the selected plant receives the strength boost Baton Grass had, which was +5 total. This ability, however, works on strength DROPS as well. You cannot pass the strength boost to another Baton Grass, and if there are no plants aside from Baton Grass, its ability does not activate.)
-There are no weak plants in a multiplayer match...I'll ensure that.
Flower of Alchemy (Event)
Flower Plant
Cost: 5
Stats: 2/3
Traits: None
Ability: When another plant is destroyed for the first time: This receives all traits and abilities that plant had.
(So if Jugger-Nut is destroyed, Flower of Alchemy receives the Bullseye and Armored 1 traits. If Bluesberry is destroyed, Flower of Alchemy receives its ability, then activates it immediately after. When multiple plants are destroyed at the same time, Flower of Alchemy copies the leftmost plant. Flower of Alchemy's ability does not activate anymore unless it is bounced, then replayed.)
Tricks
Amber Drop (Basic - Common)
Pinecone Trick
Cost: 1
Ability: Glue a Zombie.
-AMBERRRRRR!
Splintered Wood (Premium - Uncommon)
Tree Trick
Cost: 3
Ability: A Plant gets Deadly. If that Plant is a Pesky Plant, that Plant gets +1.
-Pester 'em to death. Again!
Siphon (Premium - Rare)
Trick
Cost: 3
Ability: Remove the stat boosts a Zombie has gained and give them to a Plant here.
-Ah, this sucks in both ways.
Nirvinea (Premium - Legendary)
Vine Trick
Cost: 8
Ability: Make a random Pesky Plant in every Ground and Heights lane. Then make 2 Barrier Thickets with Team-Up on those lanes.
-Image may differ from actual result.
Superpowers
Sap Trap
Tree Superpower Trick
Cost: 1
Ability: Glue a Zombie. That Zombie cannot be Bounced or moved for 2 turns. Draw a card.
-Turns Zombies so sappy that other Zombies don't want to stick around them.
Leafy Cutter
Leafy Superpower Trick
Cost: 1
Ability: Do 2 damage to a Zombie. If that Zombie has gained Strength or Health, destroy that Zombie.
-What do you do when a Zombie gets too out of control? You cutter up. Including male zombies.
Reset Snare
Vine Superpower Trick
Cost: 1
Ability: Remove all stat drops from Plants and all stat boosts from Zombies.
-We can all reset in peace now.
Heroes
Lich-en Lord
-He wants an Undying Pharaoh so he can truly achieve eternal life. Sadly, that wasn't included in Plant Hero contracts.
Class: Mega-Grow / Pesky
Superpowers: Embiggen / Holo-Flora / Reset Snare
Signature Superpower: Revenge from the Glade! (Moss Superpower Trick): Add 2 random Plant cards that have been destroyed into your hand. When a revived Plant is played: That Plant does a Bonus Attack.
-Zombies are not the only ones that can come back to life.
Internettle
-The only Hero capable of burning Sour Grapes without using fire.
Class: Kabloom / Pesky
Superpowers: Meteor Strike / More Spore / Leafy Cutter
Signature Superpower: Anti-tude (Leafy Superpower Trick): Do 2 damage to the Zombie Hero. All Plants get Anti-Hero 1 for the rest of the game.
-A rash in many different ways, but it all fits his toxic attitude nonetheless.
Lobbin' Hood
-Zombies cannot follow all the Whirlwinds and Transmogrifies-oops, I meant twists and turns-of her fighting style.
Class: Smarty / Pesky
Superpowers: Whirlwind / Transmogrify / Sap Trap
Signature Superpower: Sap Shot (Tree Superpower Trick): Do 3 damage to a Zombie. Glue all Zombies here and next door.
-Glue and glue again until Zombies become nothing.
Galactic Glory
-His favorite quote is: "Good mourning, Zombies!"
Class: Solar / Pesky
Superpowers: Geyser / Weed Whack / Reset Snare
Signature Superpower: Trigger Thistles (Vine Superpower Trick): Destroy all Zombies in 2 lanes after 2 turns. Draw a card.
(Select 2 lanes. 2 turns after this is used, Galactic Glory destroys the 2 unlucky Zombies. There are no signs indicating which 2 lanes the player chose until the Zombies get destroyed.)
-He sees them when they're fighting, he sees them when they're not...
Square Root
-The last time he shared his most shocking discovery about the square roots of tulips, he was chucked into the sea.
Class: Guardian / Pesky
Superpowers: Bubble Up / Root Wall / Sap Trap
Signature Superpower: Route 505 (Root Superpower Trick): Move a Plant. That Plant is shielded this turn. Make a Potato Mine on the lane where the Plant originally was.
-22.4722050542 is the root of his Signature Superpower.
Tokens
Barrier Thicket (Spawned mainly from Nirvinea)
Vine Plant
Cost: 1
Stats: 0/2
Trait: Team-Up
Ability: None
-Denies proper terminology and prefers to be called 'plant shield' instead.
Done! Althrough it's a bit late, comments and feedback is appreciated.