
Thoughts?
Just stall, stall, and stall until you gain the upper hand.

Just stall, stall, and stall until you gain the upper hand.
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?
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.
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?
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?
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?
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?
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
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?
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?
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?
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?
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?
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?
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?
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?
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.