Minecraft Mobs vs. their IRL counterparts

Rules

• In each round, an adult (if there is one) Minecraft mob on hard difficulty goes up against the real-life adult version of it. The species of each IRL animal will be the one that's the most iconic.

• Battle takes place in an ideal environment depending on the animals in each round (e.g, desert, forest, etc.)

• Both versions of the animal start off 25 meters apart.

• They will be bloodlusted.

R1: Armadillo

R2: Axolotl

R3: Bat

R4: Bee

R5: Camel

R6: Cat

R7: Chicken

R8: Cod

R9: Cow

R10: Dolphin

R11: Donkey

R12: Fox

R13: Frog

R14: Goat

R15: Horse

R16: Llama

R17: Mule

R18: Nautilus

R19: Ocelot

R20: Panda

R21: Parrot

R22: Pig

R23: Polar Bear

R24: Pufferfish

R25: Rabbit

R26: Salmon

R27: Sheep

R28: Spider

R29: Squid

R30: Tadpole

R31: Turtle

R32: Wolf

Who wins?

reddit.com
u/BentendoGameBoi — 3 days ago

My long list of PvZHeroes balance changes

This summer, I did a series of balance changes for this game. I decided to make a megapost that includes everything (Classes, Superpowers, Tokens) all in one post. Please leave your thoughts.

Guardian

• Forget-Me-Nuts

Stats- 0/2, Team-Up

• Garlic

Stats- 0/4, Team-Up

Ability- When a Zombie hurts this, move it to the left. If it has Frenzy, destroy it.

• Grape Responsibility

Ability- A Plant gets +1 ❤️, then double its ❤️.

• Photosynthesizer

Ability- A Plant gets +2 ❤️. Conjure a Colossal card.

• Potato Mine

Ability- When destroyed: Do 2 damage to a Zombie here.

• Small-Nut

Stats- 1/2

Ability- When destroyed: Make a Wall-Nut here.

• Corn Dog

Stats- 2/3, Hunt

Ability- When hurt: This gets +1 🟢.

• Gardening Gloves

Ability- Move a Plant. It gets +2 ❤️. Draw a card.

• Pismashio

Stats- 2/3, Untrickable

• Water Chestnut

Stats- 0/5, Amphibious

Ability- Draw a card.

• Cactus

Cost- 2

Stats- 2/3, Bullseye

Ability- End of Turn: Do 1 damage to a random Zombie or the Zombie Hero.

• Health-Nut

Stats- 0/5

• Jugger-Nut

Stats- 2/4, Armored 1, Bullseye, Team-Up

• Marine Bean

Class- Smarty

Stats- 3/2

• Pea-Nut

Stats- 2/5

Ability- When destroyed: Conjure a Pea or Nut.

• Pear Cub

Stats- 3/1, Amphibious

Ability- When destroyed: Gain a Grizzly Pear and double the ability of a non-Grizzly Pear Animal in your hand.

• Plantern

Ability- While in an Environment: This gets +2/+1 and Bullseye.

• Primal Wall-Nut

Stats- 0/6, Team-Up, Untrickable

Ability- When played: Conjure a card that costs 4 or more. It gets Untrickable.

• Pumpkin Shell

Ability- Fusion: A Plant played on this gets +2/+3 and Armored 1.

• Spikeweed Sector

Cost- 2

Ability- Before combat here: Do 2 damage to a Zombie here. If it has 3 or more 🟢, do 3 damage instead.

• Spineapple

Cost- 4

Stats- 0/1

Ability- When played: Plants with no Strength get +4 🟢.

• Steel Magnolia

Stats- 3/1

• Blockbuster

Stats- 3/2, Bullseye

• Cosmic Nut

Stats- 4/5

• Forcefield

Cost- 3

Ability- Start of Tricks: Plants here can't be hurt until when it's time for Tricks next turn. (Even when the Environment is covered, Plants keep the effect until it runs out.)

• Guacodile

Stats- 4/4, Amphibious

• Mirror-Nut

Stats- 0/7, Team-Up, Bullseye

Ability- When your Nuts get hurt, do 2 damage to the Zombie Hero.

• Red Stinger

Stats- 3/6 (Still becomes a 7/3 when behind a Plant.)

• Starch Lord

Stats- 2/3

• Body-Gourd

Stats- 5/6, Amphibious, Team-Up

• Doom-Shroom

Cost- 4

Ability- Destroy all Plants and Zombies with 4 🟢 or more.

• Grizzly Pear

Ability- When played: For the rest of the game, all Animals have their abilities doubled.

• Prickly Pear

Stats- 3/5, Team-Up

Ability- When hurt: Do that much damage to the Zombie Hero.

• Smackadamia

Stats- 3/2

Ability- When played: Your Nuts get +2 ❤️ and Armored 2.

• Tough Beets

Stats- 5/3

Ability- When played: This gets +1 ❤️ for each other Plant and Zombie. This attacks using its ❤️ instead of its 🟢 this turn.

• Gravitree

Stats- 6/5, Armored 1, Untrickable

• Poppin' Poppies

Class- Solar

Stats- 5/7

• Soul Patch

Stats- 5/7, Armored 1

Ability- When your Hero would get hurt, this gets hurt instead. When played: This can't be hurt this turn.

• Wall-Nut Bowling

Cost- 9

Ability- Make a Wall-Nut in each Ground lane. Attack for 6 damage in the left and right lane; attack for 7 damage in the middle lane.

Beastly

• Goat

Cost- 1

Tribe- Goat Zombie

Ability- This gets +1/+1 when any kind of goat is hurt. When played: All Goats are played from your hand in random lanes.

• Cat Lady

Stats- 0/4

• Cheese Cutter

Stats- 2/1

• Skunk Punk

Ability- A Zombie gets +3/+3. Next turn, it destroys itself.

• Snorkel Zombie

Tribe- Sports Party Zombie

Stats- 2/2, Amphibious

• Yeti Lunchbox

Tribe- Gourmet Pet Trick

Ability- A Zombie gets +2/+1. It it is a Pet, give it +3/+1 instead.

• Cyborg Zombie

Stats- 3/1, Hunt

• Energy Drink Zombie

Tribe- Gourmet Zombie

Stats- 2/1, Frenzy

• Haunting Ghost

Cost- 1

Stats- 1/2

• Haunting Zombie

Stats- 2/2, Hunt

• Killer Whale

Stats- 2/3

Ability- Fusion: A Zombie played on this gets +3/+2 and Amphibious.

• Pied Piper

Stats- 3/2, Gravestone

Ability- When revealed: Plants here get -1 ❤️.

• Squirrel Herder

Stats- 2/3, Gravestone

Ability- When revealed: Destroy one of their Nuts, Berries, Fruits, or Mushrooms.

• Synchronized Swimmer

Stats- 1/1

• Total Eclipse

Ability- Plants here get -1/-2 and lose Team-Up.

• Alien Ooze

Ability- A Plant gets -3/-3. If it's on Heights or in an Environment, it gets -5/-4 instead.

• Area 22

Cost- 4

Ability- Zombies here get +3/+3 and Frenzy.

• B-flat

Ability- Destroy a random Plant. Give a random Plant -1/-1.

• Dolphin Rider

Stats- 4/3, Amphibious

Ability- This can't be hurt by Amphibious Plants.

• Hover-Goat 3000

Tribe- Science Goat Zombie

Stats- 1/4, Amphibious

• Loudmouth

Stats- 2/1

• Vimpire

Stats- 3/3, Frenzy

• Vitamin Z

Ability- A Zombie gets +4/+3. If its 🟢 becomes a least 6, Conjure a Trick that can buff a Zombie.

• Ancient Vimpire

Stats- 3/5, Amphibious, Frenzy

• Cosmic Yeti

Stats- 4/4

• Kangaroo Rider

Cost- 3

Stats- 5/4

• Overstuffed Zombie

Stats- 4/5, Hunt

Ability- When this destroys a Plant, it heals your Hero for 2. If it survives, it heals to full.

• Primordial Cheese Shover

Ability- Zombie Evolution: This destroys a Plant and gets +1/+2.

• Sneezing Zombie

Cost- 3

Stats- 3/3

• Surfer Zombie

Stats- 5/4, Amphibious, Frenzy

• Locust Swarm

Cost- 4

Ability- Destroy a Plant. If there's no Plant, destroy a random card in the Plant Hero's hand.

• Mondo Bronto

Stats- 4/6, Amphibious

• Smashing Gargantuar

Cost- 6

Ability- Plants cost 2 more.

• Supernova Gargantuar

Stats- 5/5, Frenzy

Ability- When a Zombie destroys a Plant, destroy all copies of that Plant on the board, in the Plant Hero's hand, and in the Plant Hero's deck.

• Vengeful Cyborg

Stats- 2/5, Hunt

Ability- When this destroys a Plant, all Plants and cards that share its tribes are destroyed on the board, in the Plant Hero's hand, and in the Plant Hero's deck.

• Deep Sea Gargantuar

Ability- When any Zombie enters any lane, this and that Zombie get +1/+1.

• King of the Grill

Stats- 6/7

• Maniacal Laugh

Cost- 5

• Nurse Gargantuar

Cost- 6

Stats- 6/7

Ability- When a Gargantuar does damage, Heal your Hero that much. When your Hero is healed beyond their maximum ❤️, increase their maximum ❤️ by that much.

• Octo Zombie

Stats- 7/8, Frenzy

Ability- When played: Make a +3/+2 Octo-Pet with Amphibious and Frenzy. Plants in that lane lose 🟢 and ❤️ until their 🟢 is 0. When destroyed: Gain an Octo Zombie.

• Zombot 1000

Stats- 10/9, Gravestone

Kabloom

• Hot Lava

Ability- Before combat here: Do 1 damage to each Plant and Zombie here. If a Zombie here has at least 3 ❤️, do 2 to it instead.

• Banana Bomb

Ability- Do 2 damage to a Zombie. Do 1 damage to a random other Zombie.

• Blooming Heart

Stats- 2/2

• Button Mushroom

Stats- 2/1, Deadly

• High-Voltage Currant

Stats- 1/2

• Poison Mushroom

Ability- If this gets 3 🟢, it gets Deadly.

• Reincarnation

Ability- While in your hand: At start of turn, this transforms into a random Plant with +1/+1. It keeps this ability.

Note: A Reincarnation transforming into a Reincarnation no longer makes the ability occur twice for future transformations.

• Shroom for Two

Stats- 1/1, Team-Up

• Veloci-Radish Hatchling

Cost- 2

Stats- 2/3

• Banana Launcher

Cost- 3

Stats- 0/4

• Berry Blast

Ability- Do 3 damage to a Plant or 2 damage to the Zombie Hero.

• Invasive Species

Stats- 2/3

Ability- While in an Environment: This gets +2/+1.

• Seedling

Stats- 0/3

Start of Turn: This transforms into a Plant that costs between 2 and 5 ☀️.

• Shelf Mushroom

Stats- 2/3

Ability- Fusion: Do 3 damage.

• Wild Berry

Stats- 3/1, Anti-Hero 3

• Berry Angry

Cost- 4

Ability- Make a High-Voltage Currant with 0/1 in a random lane. All Plants get +3 🟢.

• Cosmic Mushroom

Stats- 3/2, Team-Up

• Mushroom Grotto

Ability- When you play a Plant here, make a random Mushroom that costs 3 ☀️ or less in another random lane.

• Mushroom Ringleader

Stats- 0/3

• Poison Ivy

Stats- 2/3, Anti-Hero 3

• Punish-Shroom

Stats- 2/3, Deadly

• Strawberrian

Stats- 4/3

• Veloci-Radish Packmate

Stats- 1/1

Ability- When played: Make a copy of this with +2 ❤️ and Team-Up here. Dino-Roar: This gets +1 🟢.

• Zapricot

Ability- When played: All Plants gain Deadly this turn.

• Lava Guava

Ability- Do 2 damage to each Zombie here and next door. Gain a Hot Lava. If played on the ground, make a Hot Lava here.

• Molekale

Stats- 4/3

• Pair of Pears

Class- Smarty

Cost- 3

Stats- 2/2, Amphibious, Team-Up

Ability- When played: Make a 2/2 Pear Pal with Amphibious and Team-Up.

• Pear Pearadise

Cost- 3

• Petal-Morphosis

Cost- 6

Ability- Fire 10 random Plant Tricks. Their targets are random. (Ex: Photosynthesizer gives a random Plant +2 ❤️.)

Note: If a Trick doesn't have a target, that Trick does nothing. Also, each Trick occurs one after the other and not simultaneously.

• Pineclone

Cost- 5

Stats- 4/4

Ability- When played: Transform all Plants into 4/4 Pineclones.

• Sergeant Strongberry

Stats- 4/4

• Sonic Bloom

Cost- 3

• Sour Grapes

Cost- 3

Stats- 3/4

• Transfiguration

Stats- 3/3

• Atomic Bombegranate

Stats- 4/1

• Bluesberry

Stats- 3/2

Ability- When played: Do 5 damage.

• Electric Blueberry

Stats- 0/7

Ability- Before combat here: Do 6 damage to a random Zombie or the Zombie Hero.

• Gloom-Shroom

Stats- 6/5, Bullseye

• Cherry Bomb

Ability- Do 4 damage to Zombies here and next door. For each Zombie killed, do 3 damage to the Zombie Hero.

• Dandy Lion King

Stats- 6/7

Ability- When played: All other Plants gain 🟢 equal to a fifth of the Zombie Hero's health. (rounded up)

Note: Because Pear Cub and Grizzly Pear would double the ability of an Animal in the Plant Hero's hand, Dandy Lion King had to be reworked, or else it would damage the Zombie Hero for all their health.

• Poison Oak

Stats- 5/7, Anti-Hero 5

• Grapes of Wrath

Cost- 6

• Kernel Corn

Cost- 7

Stats- 6/7

Ability- When played and Start of Turn: Do 3 damage to each Zombie.

Brainy

• Cardboard Robot Zombie

Stats- 1/1

Ability- When played: Copy a Plant's ability and use it this turn. (e.g., Give another Zombie +2/+2 if copied from Grow Shroom, transform into a copy of a Zombie if copied from Imitater, etc.)

Note: A Plant ability that either makes, Conjures, or Shuffles won't do anything. The same goes for abilities that involve a specific tribe.

• Chimney Sweep

Stats- 2/2

Ability- When played on Heights: This gets +1 🟢.

• Leprechaun Imp

Ability- When played: Shuffle a Pot of Gold into your deck. If you played 3 Zombies or Gravestones this turn, gain it instead. (Any combination of Zombies and Gravestones fulfills the condition.)

• Mustache Waxer

Ability- When you play a Mustache, this gets +1 ❤️ and you get +1 🧠.

• Paparazzi Zombie

Cost- 3

Stats- 3/3

• Teleport

Ability- You may play a Zombie when it's time for Tricks this turn. Conjure a Zombie.

• Cell Phone Zombie

Stats- 2/2

• Cosmic Scientist

Cost- 1

Stats- 1/1, Bullseye

• Cryo-Brain

Ability- You get 1 🧠 for the rest of the game. Draw a card.

• Evolutionary Leap

Ability- Transform a Zombie into a random Zombie that costs 1 🧠 more. Draw a card. If you made at least 5 🧠 this turn, transform a Zombie into a random Zombie that costs 2 🧠 more instead.

• Pool Shark Zombie

Stats- 3/2, Bullseye

Ability- When played: If a Bullseye Zombie attacked last turn, this gets 🟢 +1.

• Teleportation Zombie

Stats- 1/3, Gravestone, Bullseye

• Transformation Station

Cost- 3

Ability- Start of Turn: Transform Plants here into random Plants that cost ☀️ 1 less and the Zombie here into a random Zombie that costs 1 🧠 more.

• Brain Vendor

Stats- 3/1

• Duckstache

Ability- When this does damage: Conjure a Mustache. Mustache Evolution: This gets +2/+3.

• Fun-Dead Raiser

Cost- 3

Ability- Gain a copy of a Zombie on the board or in your hand. Draw a card.

• Kite Flyer

Stats- 3/1

• Medulla Nebula

Ability- When you play a Zombie here, you get 3 🧠 this turn.

• Moonwalker

Stats- 3/3

Ability- When played on Heights or an Environment: This gets +1/+1.

• Mustache Monument

Stats- 4/3

• Regifting Zombie

Stats- 3/4

• Wormhole Gatekeeper

Ability- Start of Turn: Draw a card and the Plant Hero Conjures a card.

• Drum Major

Stats- 3/6

Ability- When played and Start of Turn: Gain a random Zombie ability and use it this turn.

Note: One-time abilities, such as When played or When revealed, only occur once. Passive abilities, like Toxic Waste Imp's, can occur for the entire turn.

• Mad Chemist

Ability- When you play your first Trick each turn, Conjure a Trick, and it costs 2 less.

• Mountain Climber

Stats- 3/4, Bullseye

Ability- When played on Heights: This gets +2/+2. Zombie Evolution: Replace a lane with a Heights lane. (Evolution happens first)

• Quarterly Bonus

Ability- Strength of a Zombie becomes 4, then it does a Bonus Attack. Conjure a card that costs 4.

• Thinking Cap

Ability- Conjure 2 Superpowers, and they Cost 0 🧠.

• Triplication

Cost- 2

• Carcharodontosaurus Copter (formerly Copter Commando)

Ability- Dino-Roar: This gets +1/+1 and a random keyword.

• Gadget Scientist

Stats- 3/2

• Gargantuar Mime

Stats- 5/6, Untrickable

• Portal Technican

Stats- 6/5

• Shieldcrusher Viking

Stats- 7/4, Bullseye

• Hail-a-Copter

Ability- Make a 6/5 Carcharodontosaurus Copter.

• Kitchen Sink Zombie

Stats- 1/2, Gravestone, Amphibious, Bullseye, Hunt, Frenzy, Armored 1, Overshoot 2, Anti-Hero 2, Deadly, Strikethrough, Untrickable, Splash Damage 1

• Wizard Gargantuar

Stats- 6/6, Bullseye

Ability- When played and Start of Turn: Transform a Plant into a random Plant that costs 1 ☀️ less or a Zombie into a random Zombie that costs 1 🧠 more.

• Bad Moon Rising

Tribe- Gargantuar Trick

Cost- 6

Ability- Transform all Zombies into random Zombies that cost 5 🧠 or more, then gain a copy of each Zombie.

• Zombot Dinotronic Mechasaur

Class- Hearty

Stats- 2/1, Amphibious

Ability- Make the last 4 History Zombies you played in random lanes.

• Trickster

Stats- 6/5

Mega-Grow

• Bonk Choy

Stats- 2/1, Team-Up

Ability- When played: This gets +1 🟢 this turn. When played next to a Leafy Plant: This gets +2 🟢 instead.

• Clique Pea

Cost- 2

Stats- 1/2

Ability- When played: Shuffle two Clique Peas into your deck. For the rest of the game: All Clique Peas get +1/+1 and cost 1 ☀️ more. If four Clique Peas were played, for the rest of the game: All Clique Peas get +2/+2 and cost 1 ☀️ more instead.

• Party Thyme

Cost- 2

Stats- 1/2

Ability- When a Leafy Plant is played, draw a card.

• Pea Pod

Ability- Start of Turn: This gets +2/+1.

• Peashooter

Cost- 0

Stats- 1/2

• Sweet Potato

Stats- 2/1, Team-Up

• Torchwood

Ability- Peas behind this get +3 🟢.

• Banana Peel

Cost- 1

• Black-Eyed Pea

Ability- This gets +1/+1 when a Zombie Trick is played.

• Cabbage-Pult

Ability- When played on Heights: All Plants on Heights get +1 🟢.

• Coffee Grounds

Cost- 1

• Fire Peashooter

Ability- This gets +1/+1 if there's a Zombie with Bullseye or Strikethrough.

• Half-Banana

Stats- 2/1

Ability- When played: All Fruits in your hand get +1/+1.

• Sweet Pea

Ability- When played: Move a Plant with Team-Up or a Zombie to this lane.

• Captain Cucumber

Stats- 2/4

• Fertilize

Ability- A Plant gets +3/+4.

• Flourish

Ability- Draw 2 cards. Any Plants drawn get +1/+1.

• Grape Power

Ability- A Plant gets +1 🟢, then double its 🟢. Gain a Grape Responsibility.

• Grow Shroom

Ability- When played: A Plant gets +2/+2.

• Moonbean

Class- Smarty

Ability- When this does damage: Shuffle three Magic Beanstalks into your deck.

• Muscle Sprout

Stats- 2/3

• Repeater

Stats- 2/4, Double Strike

• Banana Split

Stats- 3/4

• Cosmic Pea

Stats- 2/5, Double Strike

• Re-Peat Moss

Stats- 2/5

• Skyshooter

Stats- 3/4

• Gatling Pea

Stats- 4/4, Double Strike

• Plucky Clover

Ability- When played: Conjure an Event card. It and Plucky Cover get + 🟢 equal to that card's cost.

• Pod Fighter

Stats- 3/6

• Potted Powerhouse

Stats- 5/4

• The Red Plant-It

Cost- 3

Ability- Plants here get +3/+2. If a Plant is in front of another Plant, it gets +3/+3 instead.

• Whipvine

Ability- When played and Start of Turn: Move a Zombie.

• Apotatosaurus

Cost- 7

Stats- 5/8, Untrickable

Ability- When played: Draw a card. Dino-Roar: Both players draw a card.

• Bamboozle

Cost- 7

Stats- 5/5

Ability- While in your hand: This costs 1 less when you draw a card not at the very start of a turn.

• Super-Phat Beets

Stats- 2/3

Ability- When played: This gets +1/+1 for each other Plant and Zombie. This gets Double Strike this turn.

• Espresso Fiesta

Cost- 8

Ability- A Plant does two Bonus Attacks, then it gets +2 🟢 and does another Bonus Attack.

Crazy

• Backup Dancer

Stats- 2/2

Ability- End of Turn: Do 2 damage to the Plant Hero.

• Bungee Plumber

Ability- Do 2 damage. If there are 3 or more Plants, this can't target the Plant Hero.

• Disco-Naut

Stats- 2/1, Bullseye

Ability- When you play a Zombie, that Zombie gets Bullseye this turn.

• Grave Robber

Ability- This gets +1 🟢 when you play a Gravestone, when a Gravestone is frozen, when a Gravestone is bounced, when a Gravestone is destroyed, or when a Gravestone is drawn.

• Loose Cannon

Stats- 2/1, Overshoot 2

• Mystery Egg

Stats- 0/3

• Quickdraw Con Man

Cost- 4

Stats- 4/4, Bullseye

• Tennis Champ

Stats- 2/1

Ability- When played: This gets +2 🟢 this turn.

• Trapper Territory

Ability- Before combat here: Do 1 damage to each Plant here. If a Plant costs 1 or less, do 2 damage to it instead.

• Aerobics Instructor

Ability- Start of Turn: This gets +2 🟢 and all other Dancing Zombies get +1 🟢.

• Barrel of Deadbeards

Ability- When destroyed: Do 1 damage to all Plants and Zombies, then make a 4/2 Captain Deadbeard here.

• Conga Zombie

Stats- 3/2, Gravestone

• Cuckoo Zombie

Stats- 2/3

Ability- When played and End of Turn: Do 1 damage to another Zombie, then heal it for 1.

Note: If Cuckoo Zombie puts a Zombie's health at 0, it dies before the healing occurs.

• Disco Dance Floor

Tribe- Dancing Party Zombie

Ability- Fusion: A Zombie played on this gets Overshoot 3 and the Party tribe.

• Final Mission

Ability- Destroy a Zombie. Then do 4 damage to a Plant. If the Zombie costs 3 or more, do 6 damage to a Plant instead.

• Meteor Z

Ability- Zombies here get +3 🟢.

• Quasar Wizard

Class- Brainy

• Space Ninja

Ability- While on Heights or in an Environment: The first time each turn this does damage, do 1 damage to each Plant.

• Zombie's Best Friend

Stats- 2/2

• Zombot's Wrath

Cost- 5

Ability- Do 7 damage to each Plant on Heights, in the middle lane, in the Water, and in an Environment.

• Disco Zombie

Stats- 2/1

Ability- When played and Start of Turn: Make a 2/2 Backup Dancer.

• Exploding Imp

Stats- 6/2, Splash Damage 1

• Fireworks Zombie

Cost- 4

Stats- 4/4

Ability- When played: Get Splash Damage equal to the number of Party Zombies played this game.

• Gizzard Lizard

Stats- 4/3

• Jester

Stats- 3/3, Gravestone

• Moon Base Z

Cost- 4

Ability- Zombies here get Overshoot 5.

• Unexpected Gifts

Cost- 2

• Bobblehead

Stats- 4/4

• Cakesplosion

Cost- 3

Ability- Do 3 damage to a Plant. Draw a card.

• Cosmic Dancer

Stats- 4/2, Overshoot 2

• Gargantuar-Throwing Imp

Stats- 1/1

• Orchestra Conductor

Cost- 3

Stats- 1/2

• Stupid Cupid

Stats- 3/4, Gravestone

• Tankylosaurus

Stats- 3/6

• The Chickening

Cost- 3

Ability- Do 2 damage to each Plant. Make a Zombie Chicken in a random lane.

• Valkyrie

Tribe- History Zombie

Stats- 0/8

• Flamenco Zombie

Stats- 3/3

• Foot Soldier Zombie

Cost- 3

Stats- 3/3

Ability- When played on Heights: Do 4 damage to a Plant or 2 damage to the Zombie Hero.

• Frankentuar

Stats- 4/6, Splash Damage 2

• Hippity Hop Gargantuar

Stats- 6/4

• Imp-Throwing Gargantuar

Stats- 5/4

Ability- When hurt: Make a random Imp in a random lane.

• Disco-Tron 3000

Tribe- Dancing Imp Zombie

Stats- 4/5, Gravestone

Ability- When revealed: Make a 2/1 Disco Zombie. End of Turn: All Dancing Zombies get +1 🟢. (The Disco Zombie still makes a 2/2 Backup Dancer; anyone who understands how "When played" works knows mentioning what Disco Zombie does on Disco-Tron's card is unnecessary.)

• Brainanza (formerly Gargantuars' Feast)

Tribe- Gourmet Party Trick

Cost- 9

Ability- Make 3 random Party Zombies in random lanes. All Party Zombies get +5 🟢, then they get Splash Damage equal to the number of Party Zombies played this game.

Smarty

• Iceberg Lettuce

Ability- Freeze a Zombie, and it gets -1 🟢.

• Lily Pad

Stats- 0/1, Amphibious, Team-Up, Untrickable

• Lima-Pleurodon

Stats- 2/1, Amphibious

• Mars Flytrap

Ability- When this hurts the Zombie Hero, steal a section from their Super-Block Meter. When the Zombie Hero blocks, they can't use the Superpower they gained. (The card just vanishes.)

• Shellery

Stats- 2/2, Team-Up

• Spyris

Stats- 1/3, Amphibious, Team-Up

• Weenie Beanie

Cost- 3

Stats- 2/1

Ability- When played: The next Zombie that is played is transformed into a Zombie. (You know, the 1/1 Hearty Professional Zombie that is only seen in the tutorial or in the opponent's decks in missions. The ability occurs even after Weenie Beanie's death.)

• Bog of Enlightenment

Ability- Plants here that are Amphibious get +2 🟢. Zombies here that aren't Amphibious get -3 🟢.

• Cosmic Bean

Stats- 2/2, Team-Up

• Lightning Reed

Stats- 4/1, Amphibious, Splash Damage 1

• Pear Pal

Stats- 2/3, Amphibious, Team-Up

• Rotobaga

Stats- 2/2, Amphibious

• Snow Pea

Cost- 1

• Sow Magic Beans

Ability- Shuffle 5 Magic Beanstalks into your deck. Draw a card.

• Cattail

Ability- Before combat here: Choose what lane this attacks in.

• Chilly Pepper

Stats- 2/3

• Go-Nuts

Stats- 1/3, Team-Up

Ability- When you play a Team-Up Plant, all Team-Up Plants get +1 🟢. When played: Conjure a Plant with Team-Up.

• Mayflower

Stats- 2/5, Amphibious

• Planet of the Grapes

Ability- When a Plant here hurts the Zombie Hero, draw a card. When a Plant with 2 or more 🟢 is played or activates their ability here, draw a card.

• Rescue Radish

Cost- 1

Stats- 2/2

• Sportacus

Stats- 3/3, Amphibious

• Spring Bean

Cost- 2

• Vanilla

Stats- 3/4

Ability- When a Zombie or Gravestone is frozen, give it -2 🟢.

• Bean Counter

Stats- 3/3

Ability- This gets +1/+1 when you play a Bean. When played: Conjure 2 Beans.

• Carrotillery

Stats- 0/1

Ability- This attacks in the left, middle, and right lane. Next turn, this gets +5 🟢.

• Jelly Bean

Stats- 4/2

• Leaf Blower

Stats- 3/4, Amphibious

• Navy Bean

Stats- 2/3, Amphibious

• Shrinking Violet

Ability- A Zombie gets -3 🟢 and Zombies next door get -2 🟢. Then destroy any of those Zombies that have 0 🟢.

• Snapdragon

Cost- 3

Stats- 3/3, Splash Damage 2

• Winter Squash

Cost- 5

Stats- 4/6

• Witch Hazel

Cost- 3

• Bird of Paradise

Stats- 4/4, Amphibious

Ability- When played and Start of Turn: Conjure a Superpower.

• Jolly Holly

Stats- 5/3, Amphibious

• Jumping Bean

Stats- 4/3

• Melon-Pult

Stats- 3/4, Splash Damage 1

Ability- When this hurts a Zombie, Bounce that Zombie.

• Shooting Starfruit

Stats- 2/3

• Smoosh-Shroom

Stats- 8/8

Cost- 8

Ability- When played: Transform all Zombies on the board and in the Zombie Hero's hand into 1/1 Zombies with no abilities.

• Threepeater

Stats- 2/3

Cost- 3

Ability- This attacks here and next door. This does half damage next door. (rounded down)

• Brainana

Stats- 3/3, Amphibious

• Sap-Fling

Stats- 5/4

Cost- 5

• Tricorn

Stats- 2/7, Team-Up

• The Great Zucchini

Cost- 7

Stats- 8/10, Amphibious

Ability- When played: For the rest of the game, the turn order is Plants Play, then Zombies Play, then Plant Tricks.

Note: Upon playing this card, everything takes effect immediately. Therefore, the Zombie Hero will have another chance to play Zombies this turn, as they go again after the new Plants Play phase of the turn.

Hearty

• Arm Wrestler

Ability- This gets +1/+1 when a Plant enters this lane. End of Turn: Plants here get -1 🟢.

• Baseball Zombie

Cost- 2

Stats- 1/3

Ability- Start of Turn: Gain a Rolling Stone. When a Plant is destroyed by a Rolling Stone, this gets +1 ❤️.

• Black Hole

Cost- 4

Ability- Plants here get -5/-1. When a Plant is played, move it here.

• Camel Crossing

Ability- All Zombies get +2 ❤️. If a Zombie has 3 or more 🟢, it gets +3 ❤️ instead.

• Genetic Experiment

Ability- Start of Tricks: This gets +1/+1 if there's another Zombie.

• Healthy Treat

Cost- 2

Ability- A Zombie gets +1/+4.

• Cone Zone

Cost- 3

Ability- Zombies here get +4 ❤️ and Armored 2.

• Conehead

Ability- Your Hero has Armored 1.

• Escape through Time

Ability- A Zombie gets +1 ❤️ and can't be hurt this turn. Conjure a History card.

• Gargologist

Stats- 3/2

• Terrify

Tribe- Monster Trick

Cost- 1

• Turkey Rider

Cost- 1

• Going Viral

Ability- All Zombies get +1/+1 and Frenzy. Shuffle a Going Viral into your deck. Draw a card.

• Landscaper

Stats- 2/4, Gravestone

• Team Mascot

Stats- 1/5

• Trash Can Zombie

Stats- 2/4, Gravestone

Ability- When revealed: This can't be hurt this turn. When this takes no damage from a Plant, it gets Frenzy starting next turn.

• Weed Spray

Ability- Destroy each Plant with 2 🟢 or less. For each Plant destroyed, heal 2 randomly to a random Zombie or your Hero.

• Bonus Track Buckethead

Stats- 3/3, Armored 1

Ability- Plants can't gain 🟢 or ❤️ or do Bonus Attacks.

• Buckethead

Stats- 3/4

Ability- All Professionals have Armored 2.

• Celestial Custodian

Stats- 3/3

Ability- When played and Start of Turn: Destroy a Plant with 3 🟢 or less.

• Medic

Stats- 4/5

Ability- When played: Heal 5.

• Stompadon

Stats- 2/5

• Turquoise Skull Zombie

Ability- Start of Turn: The Plant player loses 1 ☀️, and this gets +1 🟢.

• Zombie King

Stats- 1/4

Ability- Start of Tricks: Transform another random Zombie into a 3/6 Knight of the Living Dead with Armored 2. If there are 3 Knights of the Living Dead, this transforms instead.

• Chum Champion

Cost- 4

Ability- When played: All Plants get -1 🟢. Sports Evolution: Destroy all Plants with 3 🟢 or less.

• Intergalactic Warlord

Stats- 3/4

• Monster Mash

Class- Crazy

Cost- 3

Ability- All Zombies get Overshoot 3. Conjure a Monster.

• Primeval Yeti

Stats- 5/5

• Ra Zombie

Stats- 3/5

• Screen Door Zombie

Cost- 8

Stats- 9/5, Gravestone, Frenzy

Ability- This can't be hurt.

• Coffee Zombie

Stats- 0/1

Ability- When played: All Zombies get +3/+3 and Frenzy.

• Defensive End

Stats- 7/5, Armored 1

Ability- Plant Tricks cost 3 more.

• Undying Pharoah

Stats- 4/5, Armored 1, Untrickable

Ability- Your Hero has Armored 2 and their health can't go below 1.

• Zombot Battlecruiser

Stats- 7/6, Gravestone

• Knight of the Living Dead

Cost- 5

Stats- 3/6, Armored 2

Ability- If there are 4 Knights of the Living Dead, destroy the Plant Hero. (This ability occurs any time the condition is present.)

• Rodeo Gargantuar

Stats- 5/8, Gravestone

Ability- While in hand: This costs 1 less when a Plant is moved. When revealed: Move a Plant.

• Wannabe Hero

Stats- 6/18, Frenzy

Ability- When played: Heal your Hero to full. Then this loses ❤️ equal to the amount healed.

Solar

• Lil' Buddy

Ability- When destroyed: Heal your Hero for 2.

• Bellflower

Stats- 2/2

Ability- When played: The next card the Zombie Hero draws costs 1 more. (This occurs even after its death.)

• Cosmoss

Ability- When a Plant Environment is played, this gets +1/+1. When a Zombie Environment is played, this gets +2/+2.

• Morning Glory

Ability- When played: This gets +1/+1 if you made at least 4 ☀️ this turn.

• Sunflower

Cost- 0

Stats- 0/1, Team-Up

• Sun-Shroom

Stats- 0/1, Team-Up

• Apple-Saucer

Stats- 3/2

• Eyespore

Stats- 1/1

• Fume-Shroom

Stats- 2/2, Strikethrough

Ability- When in front of a Plant, this gets +2 🟢.

• Sage Sage

Ability- When played: If you made at least 5 ☀️ this turn, this gets +2 ❤️ and draw a card.

• Sunflower Seed

Stats- 3/1

• Twin Sunflower

Cost- 3

Stats- 0/3, Team-Up

Ability- Start of Turn: You get +2 ☀️ this turn. When played: Conjure a card that can give you ☀️.

• Water Balloons

Ability- A non-Amphibious Zombie gets -2/-2. If you made at least 6 ☀️ this turn, it gets -3/-3 instead.

• 2nd-Best Taco of All Time

Cost- 2

Ability- Heal 4 to a Plant. Draw a card.

• Cosmic Flower

Stats- 3/1, Strikethrough

• Sun Strike (originally Sun Strike; changed to Cross-Pollination; reborn again as Sun Strike)

Tribe- Trick

Cost- 2

Ability- All Plants get Strikethrough this turn. Conjure a Trick.

• Jack O' Lantern

Stats- 2/5, Strikethrough

Ability- This gets +1 🟢 when it hurts the Zombie Hero. When played: The Zombie Hero conjures a Monster.

• Ketchup Mechanic

Cost- 4

Stats- 2/2

• Magnifying Grass

Stats- 0/3

• Spaghetto (formerly Solar Winds)

Tribe- Squash Environment

Cost- 1

Ability- When a Plant is played here, the Zombie Hero can't see or hear it this turn and cards given to them can't be seen or used this turn. If it's a Squash, the Zombie Hero can't see or hear it at all.

Note: The minion played in the Environment, as well as its stats, are invisible to the opponent. Tricks can still be played on it, however. Another caveat is that they can still see the amount of sun used up, which at least hints at what the card in question costs. Still, if the opponent receives a card from a minion like Haunted Pumpking, they don't even see the back of it in their hand until the turn after. Fun fact: Spaghetti squashes exist IRL.

• Sunnier-Shroom

Cost- 2

Stats- 0/2, Team-Up

• Venus Flytrap

Stats- 3/2, Team-Up

• Whack-a-Zombie

Ability- Destroy a Zombie with 3 🟢 or less. For the rest of the game: All copies of that Zombie cost 1 more.

• Chomper

Stats- 3/3

Ability- Destroy a Zombie with 3 🟢 or less or that is a Pet or Science Zombie.

• Elderberry

Stats- 3/3, Strikethrough

• Heartichoke

Cost- 5

Stats- 3/5

• Lawnmower

Ability- Choose a lane on the Ground. Give all Plants +1 ❤️ there and destroy a Zombie and Zombie Environment there.

• Metal Petal Sunflower

Stats- 4/5

• Power Flower

Stats- 2/5, Strikethrough

Ability- When this hurts the Zombie Hero and Start of Turn: Heal your Hero for 1 for each Flower.

• Venus Flytraplanet

Cost- 2

• Wing-Nut

Stats- 3/6

Ability- Zombies can't do Bonus Attacks. The Zombie Hero can't draw more than one card each turn.

• Briar Rose

Stats- 5/5

• Squash

Cost- 4

Ability- Destroy a Zombie. If you played 9 Squashes thIs game, this costs 9 and can destroy the Zombie Hero.

• Tactical Cuke

Ability- Destroy all Plants and Zombies on the Ground. Draw a card.

• Cob Cannon

Stats- 3/6

• Smashing Pumpkin

Stats- 5/4

Ability- When played: If you played 4 Squashes this game, for the rest of the game: When the Zombie Hero Conjures a card, make a random Squash that costs 5 or less in a random lane. (This counts itself when played.)

Note: Like Cornucopia, if there is a Plant without Team-Up in a lane, a Squash can't be made there.

• Three-Headed Chomper

Stats- 7/6

• Toadstool

Cost- 5

Stats- 4/4

• Astro Vera

Cost- 10

Stats- 10/10

Ability- When played: Heal your Hero to full. End of Turn: Increase your Hero's maximum ❤️ by 8 and Heal your Hero for 8.

• Cornucopia

Stats- 9/9

Ability- When played: Make a random Plant that costs 2 or more in each other lane.

Sneaky

• Swabbie

Ability- After combat here: Attack a random Plant with 🟢 equal to half of this Zombie's 🟢. (rounded up)

• Buried Treasure

Cost- 2

Stats- 2/3

Ability- Fusion: A Zombie played on this gets +1 🟢. Conjure a Legendary card, and it costs 1 🧠 less.

• Imp

Cost- 0

Ability- When a Plant with 0 🟢 is played, Bounce it. When played: Bounce a Plant with 0 🟢.

• Smoke Bomb

Ability- Move a Zombie, and it gets +1 🟢. If that Zombie has 2 🟢 or less, it gets +2 🟢 instead.

• Zombie Chicken

Stats- 2/1

Ability- This moves to a random lane when a Plant is played here. When this hurts the Plant Hero, Shuffle 4 Zombie Chickens into their deck that enter the Zombie Hero's hand when drawn.

• Barrel of Barrels

Ability- A Zombie gets Deadly. Conjure a Barrel, and it costs 1 less.

• Dr. Spacetime

Stats- 1/4

• Fire Rooster

Stats- 3/2

• Fishy Imp

Stats- 3/2, Amphibious

Ability- When this moves to a lane, make a water lane there.

• Frosty Mustache

Cost- 1

• Hot Dog Imp

Stats- 3/2, Strikethrough

• Ice Pirate

Stats- 3/2, Gravestone

• Imp-Throwing Imp

Stats- 1/2

• Monkey Smuggler

Ability- When revealed: Steal two sections from the Plant Hero's Super-Block Meter.

• Swashbuckler

Cost- 1

Stats- 2/1, Gravestone

• Backyard Bounce

Cost- 2

• Cosmic Imp

Stats- 2/3, Deadly

• Imp Commander

Stats- 2/3, Gravestone

• Laser Base Alpha

Ability- Zombies here get +1/+1, Deadly, and Strikethrough.

• Line Dancing Zombie

Stats- 3/2, Gravestone, Strikethrough

• Raiding Raptor

Stats- 2/3

• Smelly Zombie

Stats- 2/3, Gravestone, Deadly, Anti-Hero 2

• Space Pirate

Stats- 4/3, Anti-Hero 2

Ability- This moves to a random lane when a Plant is played here. When played: Move another Zombie.

• Stealthy Zombie

Stats- 3/2, Gravestone, Anti-Hero 3

• Zombie High Diver

Ability- When played on Heights: This gets +1/+2, then this moves to the Water. (the nearest lane on the left)

• Barrel Roller Zombie

Ability- When destroyed: Make 2 1/1 Swabbies with Amphibious and Deadly next door.

• Firefighter

Stats- 7/6, Gravestone

• Pogo Bouncer

Cost- 3

Stats- 1/2, Gravestone

• Space Cowboy

Stats- 2/4, Strikethrough

• Trapper Zombie

Class- Crazy

Stats- 4/3, Gravestone

• Unthawed Viking

Stats- 4/3, Amphibious

Ability- When a Pirate hurts a Plant, freeze that Plant. Pirate Evolution: This gets +2/+2 and Freeze all Plants.

• Blowgun Imp

Cost- 3

Stats- 3/3

Ability- Zombie Evolution: This gets +2/+1 and Bounce a Plant.

• Mixed-Up Gravedigger

Stats- 4/4

Note: The oppponent can no longer view which lane MUG shuffles each Zombie to by clicking on a minion before the Zombies enter their Gravestones.

• Surprise Gargantuar

Stats- 4/7, Gravestone

Ability: Start of Tricks: Move this Zombie.

• Walrus Rider

Stats- 7/6, Amphibious, Anti-Hero 2, Strikethrough

Ability- When played: Freeze this Zombie.

• Gargolith

Ability- When revealed: Steal a section from the Plant Hero's Super-Block Meter. End of Turn: All Gargantuars hide in Gravestones.

• Zombot Aerostatic Gondola

Stats- 3/8, Amphibious, Strikethrough

• Zombot Sharktronic Sub

Class- Crazy

Ability- When a Plant gets hurt, destroy it. When a Plant is destroyed, this gets +1 🟢. When played: Do 1 damage to a Plant.

• Zombot Stomp

Cost- 5

Ability- Bounce all Plants.

• Zombot Plank Walker

Stats- 8/8, Strikethrough

Superpowers

• Whirlwind

Ability- Bounce a random Zombie, and it costs 1 more.

• Embiggen

Tribe- Leafy Superpower Trick

Ability- A Plant gets +2/+2. If it costs 6 or more, it gets +2/+3 instead.

• Weed Whack

Ability- A Zombie gets -2/-2. If this destroys that Zombie, a random Zombie gets -1/-1.

• More Spore

Ability- Make a 1/1 Puff-Shroom with Team-Up. Then make a 2/1 Button Mushroom with Deadly in a random lane.

• Scorched Earth

Ability- All Zombies on Heights and on the Ground get -1/-1.

• Geyser

Ability- Heal your Hero for 5 and all Plants for 4.

• Nut Signal

Ability- Make a 0/4 Wall-Nut with Team-Up. Draw a card.

• Holo-Flora

Ability- Draw a card. Conjure a 1-cost card.

• Storm Front

Ability- 4 random Plants each get +1/+1.

• Meteor Strike

Ability- Do 3 damage to a Zombie. If played on the ground and if there's no Plant Environment, make Hot Lava here.

• Time to Shine

Ability- A Plant gets Double Strike. Draw a card.

• Ensign Uproot

Stats- 2/2, Amphibious

• Lieutenant Carrotron

Stats- 2/2, Team-Up

• Lightspeed Seed

Ability- Choose a Plant. Draw a card with a random tribe of that Plant, and it costs 1 less.

• Telepathy

Ability- Draw a card. You may play a Zombie that has 1 ❤️ when it's time for Tricks at any point in the game for the rest of the game.

• Super Stench

Ability- A Zombie gets Deadly. Draw a card.

• Heroic Health

Ability- Heal your Hero for 9.

• Galvanize

Ability- A Zombie gets +2/+2. If there are at least 2 Zombies, it gets +2/+3 instead.

• Brute Strength

Ability- A Zombie gets +3 🟢, then it gets Bullseye this turn.

• Rock Wall

Ability- A Zombie gets +5 ❤️. If it has more ❤️ than 🟢, it gets +6 ❤️ instead.

• Dance Off

Ability- Make a random 1-cost Dancing Zombie, and it gets Overshoot 2.

• Evaporate

Ability- Destroy a damaged Plant. Conjure a Gourmet card.

• Electrobolt

Ability- Do 3 damage.

• Dolphinado

Ability- Bounce a random Plant, and it loses its keywords and gets "When played: This moves to a random lane."

• Acid Rain

Ability- All Plants on the Ground get -1/-1. If it has Team-Up, it gets -2/-2 instead.

• Iron Boarder

Ability- While in an Environment: This gets +1 ❤️.

• Teleportation Station

Ability- Zombies here have Bullseye. Start of Turn: If there's a Zombie here, gain a Teleport.

• Precision Blast

Ability- Attack for 5 damage in the middle lane. Draw a card.

• Sunburn

Ability- Do 3 damage to a Zombie or 1 damage to the Zombie Hero. You get +1 ☀️ for the rest of the game.

• Uncrackable

Ability- Your Hero can't be hurt this turn. Heal your Hero for half of any damage blocked this turn. (rounded up)

• Devour

Ability- Destroy the Zombie with the lowest ❤️. Give its 🟢 and ❤️ to 3 random Plants in your deck.

• Tater Toss

Ability- Make a 1 ❤️ Hothead that says "Deadly. When destroyed: Do 1 damage to a Zombie here."

• Peel Shield

Ability- Plants get Armored 2 this turn. When a Zombie attacks a Plant this turn, Bounce that Zombie.

• Power Pummel

Ability- Attack each Zombie on the Ground for 2 damage. For each Zombie hurt, give a random Plant +1 🟢 and Double-Strike. (Random targets can't be chosen more than once.)

• Mush-Boom

Ability- Make a 1/1 Poison Mushroom with Anti-Hero 2. Do 3 damage to a Zombie there. Shuffle 2 Mush-Booms into your deck.

• Goatify

Ability- Transform a Zombie into a 1/1 Goat. The Zombie Hero Conjures a Monster.

• Blazing Bark

Ability- A Plant gets +4 🟢. Draw a card.

• Genetic Amplification

Ability- Conjure a Plant that costs 2. It gets +2 ❤️, Amphibious, Team-Up, and attacks using its ❤️ instead of its 🟢.

• Carried Away

Ability- Move a Zombie, and then it does a Bonus Attack.

• Slammin' Smackdown

Ability- A Plant gets -3/-3. A random Plant in each lane next door gets -1 🟢.

• Triple Threat

Ability- Make 2 1/2 Impfinity Clones with Anti-Hero 1 and Splash Damage 1 in random lanes.

• Shrink Ray

Ability- A Plant gets -5 🟢. Draw a card.

• Stayin' Alive

Ability- Do 3 damage to a Zombie. Heal your Hero for 16.

• Frozen Tundra

Ability- Freeze all Plants on the Ground and in the Water. All copies of that Plant in the Zombie Hero's deck also get frozen.

Note: Cryo-Yeti only grows when a frozen Plant that is held or drawn is played.

• Eureka

Ability- Conjure any three Zombies, and they get +1 🟢.

• Witch's Familiar

Ability- Make a 1/3 Zom-Bats that says "Amphibious. When this destroys a Plant, it gets +1/+1 and you get +1 🧠 next turn.

• Missle Madness

Ability- Do 1 damage to all Plants. If 3 or more Plants are hurt, the Plant Hero loses 1 ☀️ next turn.

• Octo-Pult

Ability- Make a 3/1 Octo-Pet with Amphibious and Frenzy.

Tokens

• Sappy Place

Cost- 2

• Hothead

Stats- 0/1, Deadly

Ability- When destroyed: Do 1 damage to a Zombie here.

• Zom-Bats

Stats- 1/3, Amphibious

Ability- When this destroys a Plant, it gets +1/+1 and you get +1 🧠 next turn.

• Impfinity Clone

Stats- 1/2, Anti-Hero 1, Splash Damage 1

• Octo-Pet

Stats- 3/1, Amphibious, Frenzy

• Zombie

Cost- 0

This card can now be Conjured.

reddit.com
u/BentendoGameBoi — 5 days ago

John Wick (John Wick) vs. Madeline (Celeste)

Rules

• Battle takes place in the Old Site on Celeste mountain.

• Both John Wick and Madeline start off 25 meters apart.

• They will be in character.

• Madeline cannot respawn.

R1: No weapons/outside help

R2: Wick has a supply of weapons that he's used before that's hidden in the snow, which he can temporarily run back to if needed, and he'll start off with one weapon of his choice. Madeline is equipped with her bow from Towerfall. Both combatants have suffcient ammo.

R3: Same as R2, except Wick is accompanied by Caine and Madeline is accompanied by Badeline.

Who wins?

reddit.com
u/BentendoGameBoi — 6 days ago

How long does society take to reach today's economic and social advancements if Earth has a network of connected portals all throughout the world?

Rules

• Throughout Earth since the continents split apart, every 100 miles from each other are indestructible portals that allow the user to instantly travel through one to the other.

• When standing in front of a portal, it will turn on and ask the individual in their language where they want to go. The list shows every single portal. The program indicates modern-day coordinates of their location, as well as any additional things worth mentioning such as if it's in a city or if the region has a name.

• In only 2 seconds, the person is warped to their chosen location on Earth. If they have the intention to transport an object, they are then able to move it through the portal along with themselves.

• This network allows the first civilizations to meet each other extremely early on. They would therefore be encouraged to establish relationships and perform international activities The question is if this hypothetical timeline develops quicker than ours, and if so how much quicker.

How long does it take for society to catch up to our current social and economic advancements if Earth has connected portals all across the planet?

reddit.com
u/BentendoGameBoi — 14 days ago

Can an average man survive on Planet Popstar (Kirby)?

Rules

• An average 25-year-old man is dropped into a post-Kirby Air Riders Popstar. He intends to survive an entire lifetime.

• He is familiar with basic survival skills but doesn't know anything about Kirby's world.

• If he happens to come across friendly faces such as peaceful Waddle Dees, it would probably boost his chances greatly. At the beginning, however, he'll spawn in an area where wild enemies roam depending on the location in each world.

• Use your best judgement on where all the locations featured throughout the Kirby series may be on the planet. For example, is Green Greens close to Grass Land from Kirby's Dream Land 3?

R1: Spawns in Green Greens

R2: Spawns in Onion Ocean from Kirby's Return to Dream Land

R3: Spawns in Sand Canyon from Kirby's Dream Land 3

R4: Spawns in Iceberg from Kirby's Dream Land 2

R5: Spawns in the Great Cave Offensive from Kirby: Super Star

Can an average guy survive on Planet Popstar from Kirby?

reddit.com
u/BentendoGameBoi — 18 days ago

All past civilizations vs. modern-day Earth

Rules

• All civilizations up to a certain period as specified in each round are up against modern-day Earth. Each one will have three months of prep time before going through their respected portals that lead to the year 2026. Upon coming out, they will each be in the same country or area their society mainly lived in back then.

• All civilizations will be at the point in which they peaked.

• Current Earth isn't aware at first of their arrival. The other side also doesn't know what they are getting into, but are set on defeating us and thus will be responsible for initiating conflict.

R1: Civilizations up to the 13th century vs. modern-day Earth

R2: Civilizations up to the 17th century vs. modern-day Earth

R3: Civilizations up to the 20th century vs. modern-day Earth

Which side takes this?

reddit.com
u/BentendoGameBoi — 22 days ago

At long last...

I've joined the City Trial Rainbow league. Took me months of playing a little bit every week. Guess at this point, it's better to join lobbies since there always seems to be one with a lot of people for whatever reason

u/BentendoGameBoi — 23 days ago

All types of creatures on Earth gain human intelligence. Which group becomes dominant?

Rules

• Every living thing on Earth (aside from plants and bugs) gains human intelligence and function in their brain. This means they can now think, talk, process information, and do anything else that is a perk of the human mind.

• Each group of creatures has thus realized how society has grown while far surpassing their kind in terms of living conditions. This has led them to confronting humanity and demanding fair representation (be given all the rights people have) and if neccessary declare war.

• Still, various species will not get along with each other. It depends if they are normally friendly with them or not (e.g, cat being aggressive towards mice).

• Ultimately, every creature group has one goal: become the most powerful group on Earth by overtaking the human race. This doesn't need to be through violence; it can be done slowly and diplomatically.

R1: All countries accept other living things as citizens. They get all the rights humans enjoy. Also, every species has the same knowledge of the average person from the country they reside in.

R2: Same as R1, except no creatures are educated and have to go to school starting in high school.

R3: No species are permitted the same rights as humans. The only way for one group to become dominant on Earth is to defeat the human race.

Can one group of an animal, reptile, or other creature become dominant over the world if all are given human intelligence?

reddit.com
u/BentendoGameBoi — 24 days ago

Magolor (Kirby) replaces Harry Potter in the Harry Potter-verse. Can he complete the timeline?

Rules

• Magolor takes the place of the Harry Potter in the verse at the time where he first begins going to Hogwarts. From there, he'll go through the timeline until he reaches the end.

• He will get all his feats, abilities, standard equipment, and a sufficient supply of every item from the Kirby games.

• He will only know that he was invited to Hogwarts for being a wizard with intruding skills. Also, that Voldemort is no good. All other information will have to be obtained by communicating with others.

Can Magolor, replacing Harry Potter, get through the Harry Potter timeline?

Bonus: Magolor now replaces the protagonist in Hogwarts Legacy. Can he get through the game?

reddit.com
u/BentendoGameBoi — 25 days ago

Alternate King Dedede (Kirby) battle royale

Rules

• Battle takes place on the City Trial map from Kirby Air Riders, with vehicles, copy abilities/items, Legendary Parts, and stat upgrades spawning in to benefit Noir Dedede.

• All Dededes start off 35 meters apart.

• They will be in character.

• All contestants get all their feats, abilities, and equipment. They can also transform into any higher forms they have. Noir Dedede starts on his Wheelie Bike.

Dededes

• Shadow Dedede (Kirby: Triple Deluxe)

• Dedede Clone (Kirby: Planet Robobot)

• Dedede Clone 2.0 (Kirby: Planet Robobot)

• Parallel Dedede (Kirby Star Allies)

• King D-Mind (Super Kirby Clash)

• Phantom King Dedede (Kirby and the Forgotten Land)

• Noir Dedede (Kirby Air Riders)

• Robo Dedede (Kirby Air Riders)

Who wins?

reddit.com
u/BentendoGameBoi — 26 days ago

Can an average person survive from the beginning of civilization all the way to modern times?

Rules

• In each round, a normal guy spawns on a continent during the year in which its first civilization, as it is known, begins to take shape. His goal is to survive all the way to 2026.

• To make the chances of this non-zero, he will not age. He will be stuck at age 25. Still, he can die any other way (starvation, being fatally wounded, diseases, etc.)

• He will also have general knowledge on each era. Additionally, he has knowledge as to what it takes to survive.

R1: Guy spawns randomly in North America

R2: South America

R3: Europe

R4: Asia

R5: Africa

R6: Australia

Can an average person survive from ancient times all the way to today?

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u/BentendoGameBoi — 1 month ago

The Knight (Hollow Knight) and Team Snakemouth (Bug Fables: The Everlasting Sapling) switch places. Can they complete each other's game?

Rules

• Starting at the beginning of each other's respected adventure, the Knight and Team Snakemouth have switched places.

• Kabbu, Vi, and Leif have to achieve any ending from Hollow Knight. Meanwhile, the Knight has to defeat the Wasp King. Neither party is aware of why they ended up where they are now but will be persuaded to help Hallownest and the Ant Kingdom (and eventually the world) respectively after listening to the beginning NPCs.

• Both sides get all their abilities and equipment. Items mandatory for progression can be uncovered in their usual areas.

Upon switching places, can the Knight beat Bug Fables: The Everlasting Sapling, and can Team Snakemouth beat Hollow Knight?

Bonus: They also try to complete everything in each other's games. Can it be done?

reddit.com
u/BentendoGameBoi — 1 month ago

Can Goku get through the Dragon Ball timeline if powering-up or changing forms results in a character instead turning into a random character from fiction?

Rules

• Rather than characters powering-up (e.g, amplifying ki) or transforming into stronger forms in Dragon Ball, they instead will turn into a random character from any medium in fiction.

• When becoming a new character, they will have that character's feats, abilities, and arsenal. The Dragon Ball character still keeps their personality, motives, anf mind, but not their former feats/abilities. Additionally, they will have to learn to use new bodies.

• Only in any combat situation will a character be capable of transforming. Also, when it ends, they will revert back to normal.

• Goku will still be determined to go through the Dragon Ball timeline, starting from the original Dragon Ball, and make his way to the current end. Even though he could get lucky and turn into a seemingly omnipotent character, remember that he's still in character. He would want to let most of his opponents stand a chance and turn into a a character that can give him competition, even if it takes many attempts.

Can Goku complete the Dragon Ball timeline if, instead of powering-up or upgrading in form, all Dragon Ball characters turn into a random character from fiction?

reddit.com
u/BentendoGameBoi — 2 months ago

Can an average man become a professor in powerscaling?

Rules

• An 18-year-old man has a dream like no other: to become the first "powerscaling professor" in the world.

• He will have to find a way to become a supposed expert in this field and attain proof he has acquired sufficient knowledge and experience. Afterward comes time to get a job at a college/university, whether that's advertising himself online such as through LinkedIn or using another method. He'll probably have to do a lot of convincing to get hired, as the only reason a student would want to take a course in powerscaling is being intrigued by its concepts.

• This area of study includes what you would expect--interpreting character strength, what is considered feats, who would win in a hypothetical fight, definitions such as "wank," etc.

• The 18-year-old starts off with $50,000 and has connections with family and some friends. He and his parents reside in New York City.

• He has until he passes due to old age to complete the challenge.

Can an average person obtain a job as a powerscaling professor?

reddit.com
u/BentendoGameBoi — 2 months ago

Every IRL famous person is in a race to reach the summit of Mount Celeste (Celeste). Who can make it to the top first?

Rules

• Every person publicly known either nationally or worldwide will compete in a race to the summit on Celeste Mountain from the game Celeste.

• They will start from the beginning of the prologue area, go through chapter 1, abruptly fall into a deep sleep by the campfire to complete chapter 2, deal with Oshiro and his hotel in chapter 3, fight chapter 4's wind, brace the Mirror Temple in chapter 5, take a detour down to the bottom of the Earth in chapter 6, and finish off by actually scaling the mountain in chapter 7. The general path Madeline took to reach the summit must be followed, only deviating off-course slightly when necessary (e.g, drilling through the earth to skip a room).

• Everyone has a month to prepare by purchasing equipment and other items that will boost their chances at winning. They only know the basic layout of the mountain (themes and hazards).

• During the race, no one can touch each other. Because of this, they could appear as standing in the same position. Despite this, their sight isn't blocked out because, from the view of every person, everyone else is seen as transparent.

• No one is able to use power-ups Madeline can use (e.g, Bubbles, Feathers, etc.) They have to rely on the items they themselves chose to bring.

• All obstacles from Celeste will be in their usual spots (Spikes, Badeline, etc.) If it's an enemy, a random person will be targeted.

• To make this challenge possible, some places have been altered. The bridge at the beginning will not fall apart. The gondola in chapter 4 will replicate itself after one starts going up. Walls that prohibit reentry of a previous area will still allow others who haven't been into the following area to pass. Finally, Dream Blocks can be used by touching them while exerting force in the direction someone wants to go in.

• Dying results in that person restarting in that room.

Which IRL famous person has the best chance at winning a race to the summit of Mount Celeste?

reddit.com
u/BentendoGameBoi — 2 months ago

PvZH balance changes: Guardian class

Starting with this post, I am going to make balance changes for every class in the game, as well as Superpowers. Last time I did this years ago, my ideas made me come off as insane, as I hardly put any thought into them. I--or at least I hope--won't make that mistake again. Let's begin with the Guardian class, shall we?

Rules

• Each card listed will have at least one aspect changed. Cost and tribe are self-explanatory. Stats refer to strength, health, and keywords. The new ability of the card doesn't get added onto its current ability; it replaces it. Finally, Class means the card is moved to another class.

• If I don't mention something about a card, it stays the same. For example, I don't bring up new stats for Plantern, so it's still a 3/3.

• Also, if I don't bring up a card at all, that means I believe it's balanced or at least as balanced as can be.

• Questions? Ask about a card in the comments.


• Forget-Me-Nuts

Stats- 1/1, Bullseye

• Garlic

Stats- 0/4

Ability- When a Zombie hurts this, move it to the left. If it has Frenzy, destroy it.

• Grape Responsibility

Ability- A Plant gets +1 ❤️, then double its ❤️.

• Photosynthesizer

Ability- A Plant gets +2 ❤️. Conjure a Colossal card.

• Potato Mine

Ability- When destroyed: Do 2 damage to a Zombie here.

• Small-Nut

Stats- 1/2

Ability- When destroyed: Make a Wall-Nut here.

• Corn Dog

Stats- 2/3, Amphibious, Hunt

Ability- When hurt: Do 1 damage to a Zombie here.

• Gardening Gloves

Ability- Move a Plant. It gets +2 ❤️. Draw a card.

• Pismashio

Stats- 2/3, Team-Up, Untrickable

• Water Chestnut

Stats- 0/6, Amphibious

Ability- Draw a card.

• Cactus

Cost- 2

Stats- 2/3, Bullseye

Ability- End of Turn: Do 1 damage to a random Zombie or the Zombie Hero.

• Health-Nut

Stats- 0/5

• Jugger-Nut

Stats- 2/4, Armored 1, Bullseye, Team-Up

• Marine Bean

Class- Smarty

Stats- 3/2

• Pea-Nut

Stats- 2/5

Ability- When destroyed: Conjure a Pea or Nut.

• Pear Cub

Stats- 3/2, Amphibious

Ability- When destroyed: Gain a Grizzly Pear and double the ability of a non-Grizzly Pear Animal in your hand.

Note: Assume Dandy Lion King will be reworked.

• Plantern

Ability- While in an Environment: This gets +2/+1 and Bullseye.

• Primal Wall-Nut

Ability- When played: Conjure a card that costs 4 or more. It gains Untrickable.

• Pumpkin Shell

Ability- Fusion: A Plant played on this gets +2/+4 and Armored 1.

• Spikeweed Sector

Cost- 2

Ability- Before combat here: Do 2 damage to a Zombie here. If it has 3 or more 🟢, do 3 damage instead.

• Spineapple

Cost- 4

Stats- 0/1

Ability- When played: Plants with no Strength get +4 🟢.

• Steel Magnolia

Stats- 3/1

• Blockbuster

Stats- 3/2

• Cosmic Nut

Stats- 4/5

• Forcefield

Cost- 3

Ability- Start of tricks: Plants here can't be hurt until the next trick phase. (Even when the Environment is covered, Plants keep the effect until it runs out.)

• Guacodile

Stats- 5/4, Amphibious

• Mirror-Nut

Stats- 0/7, Team-Up, Bullseye

Ability- When your Nuts get hurt, do 2 damage to the Zombie Hero.

• Red Stinger

Stats- 3/6 (Still becomes a 7/3 when behind a Plant.)

• Starch Lord

Stats- 2/3

• Body-Gourd

Stats- 5/6

• Doom-Shroom

Cost- 4

Ability- Destroy all Plants and Zombies with 4 🟢 or more. Conjure a Trick that can destroy a Zombie.

• Grizzly Pear

Ability- When played: For the rest of the game, all Animals have their abilities doubled.

• Prickly Pear

Stats- 3/5, Team-Up

Ability- When hurt: Do that much damage to the Zombie Hero.

• Smackadamia

Stats- 4/4

Ability- When played: Your nuts get +2 ❤️ and Armored 2.

• Tough Beets

Stats- 5/3

Ability- When played: This gets +1 ❤️ for each other Plant and Zombie. This attacks using its ❤️ instead of its 🟢 this turn.

• Gravitree

Stats- 6/5, Armored 1, Untrickable

• Loco Coco

Stats- 2/6

Ability- When played: Make Wall-Nuts in every lane. Nut Evolution: Plants with no 🟢 get +3 🟢.

• Poppin' Poppies

Class- Solar

Stats- 5/7

Note: Assume Lil' Buddy will be reworked.

• Soul Patch

Stats- 5/7, Armored 1

Ability- When your Hero would get hurt, this gets hurt instead. When played: This can't be hurt this turn.

• Wall-Nut Bowling

Cost- 9

Ability- Make a Wall-Nut in each Ground lane. Attack for 6 damage in the left and right lane; attack for 7 damage in the middle lane.

reddit.com
u/BentendoGameBoi — 2 months ago