Plants vs. Zombies Hypercards: Battle for Clashtown (2024)

Plants vs. Zombies Hypercards: Battle for Clashtown (1)

Plants vs. Zombies Hypercards: Battle for Clashtown (2)

I made a pinecone!
Please stop dancing in my ass!
Do you want salt with that?

Plants vs. Zombies Hypercards: Battle for Clashtown (abbreviated as Hypercards or HBC) is a card game extravaganza featuring a couple of your favorite characters, maybe! It takes a very casual approach compared to its heroic cousin. Two players, armed with their personalized decks, battle it out using offensive Zombies to defeat their opponent and defensive plants to hold the fort down, as well as tricks to add plenty of spice. Mmm. Spice.

This is what each Edition of the game gives you when purchased:

  • Standard Edition: The basic version of the game, no special perks. Just good ol' fashioned Hypercards fun. $19.99.
  • Hypercharged Edition: A fully cosmetic upgrade that gives you a cool rainbow name and a big bunch of exclusive cosmetics. $29.99.

Contents

  • 1 Core Gameplay (She/Her)
    • 1.1 Cards
    • 1.2 Sun
    • 1.3 Card Types
    • 1.4 Heroes
  • 2 Unlocking Cards
    • 2.1 Coins
    • 2.2 Packs
    • 2.3 Scraps
    • 2.4 Hero's Journey
    • 2.5 Challenge Tasks
  • 3 Mastering Cards
    • 3.1 Card Mastery
    • 3.2 Card Cosmetics
  • 4 Multiplayer Gameplay
    • 4.1 Game Options
      • 4.1.1 Environments
      • 4.1.2 Casual
      • 4.1.3 Party!
      • 4.1.4 Ranked
    • 4.2 Private Play
  • 5 Squads
    • 5.1 Requesting Scraps
    • 5.2 Squad League
    • 5.3 Squad Carnival
    • 5.4 Squad Hunt
  • 6 List of Cards
    • 6.1 Heroes
    • 6.2 Regular Cards

Core Gameplay (She/Her)[]

Welcome to Hypercards! It's quite hyper, as you might have guessed. It's coming like a storm into your town. More fun than Heroes, essentially guaranteed. However, we will miss Ra Zombie, who died on the subway trying to get here. Regardless, Hypercards is a fun game full of fun and stuff where two players get some fat decks together and duke it out in the arena, with or without their pants. But certainly with plants. Maybe zombies, among other things. What other things? You're about to find out, doofus! XD

Cards[]

Hypercards is a turn based game, and each turn players can play a number of different cards. Who could have guessed that the card game featured cards? Skibidi bibidi nacho cheese! Similar to PvZ Heroes, players build decks out of 48 unique cards. However, they can choose to bring either 2x or 4x of a specific card. There is no option for 1x or 3x. That means if you're running 4x of all your cards like Creepes would, you have 12 unique card types in your deck. Us normal folks suggest bringing in a couple 2x cards for a little extra variety, especially surrounding things you don't need to be playing all the time.

Each player starts with a handsome set of 5 cards. Each card can be rerolled once if it doesn't look great, and to give a bit of extra control over the starting hand. W Rizz! Light tingles. Alright, I'll cool it with the malarkey for this section. At the start of each turn, players will draw a certain number of cards. They will both draw 2 cards at the start of turn 2, and then 1 card instead for each consecutive turn afterwards. The cards that are drawn range from plants, to zombies, to tricks. We'll talk a bit more about what each type of card is capable of doing later.

Sun[]

In order to play cards, you'll need sun. Here comes the sun! Sun is gathered at the start of each turn, and each player starts will a small amount of it. The player who goes first will start with 1 sun, while the second player will start with 2 sun. The important thing is that sun does not reset each turn, instead building upon itself, which means tricky players can forgo cards one turn to save up for something more expensive the next turn. The maximum amount of sun that any player can hold at once is 20, and the amount of sun will increase each consecutive turn to make things more exciting. It's a little complicated, so here's a bullet point list:

  • Starting player 1: 1 sun
  • Starting player 2: 2 sun
  • Turn 1: +1 sun
  • Turn 2: +2 sun
  • Turn 3: +3 sun
  • Turn 4: +4 sun
  • Turn 5: +4 sun
  • Turn 6: +5 sun
  • Turn 7: +5 sun
  • Turn 8: +6 sun
  • Turn 9: +7 sun
  • Turn 10+: +8 sun
  • Turn 11: +9 sun
  • Turn 12+: +10 sun

Each sun that is spent on cards will also be converted into energy for your Hero. We'll go more into Heroes and how energy works in a few paragraphs but the general idea is that the more cards you play, the more energy you'll get and the better off you'll be. Players must strategically manage their sun to maximize their impact on the game, balancing immediate needs with long-term planning. With careful resource management, even a player lagging behind in sun can turn the tides by playing high-impact cards at the right moment.

Card Types[]

There are a number of different card types featured in Hypercards, including Plants, Zombies, and Tricks. Each player gets to use all of the different cards in the game, so it's not like PvZ Heroes in that sense. All of the decks will contain a dark roast blend of Plants, Zombies, and Tricks for maximum variation. Each card type works very differently from the rest, which should make both gameplay a bit more interesting than Heroes and also make deckbuilding choices a bit more difficult. Do you want to focus more on defense, at the cost of offense? Do you want to just go all-in on damage? It's up to you, the player. John Player.

Plants are defensive cards that can be planted in five defensive positions. Plants have a certain amount of ammo, and they can be dragged onto zombies of your choice to attack them for a certain amount of Damage. When a plant runs out of ammo, they must reload for a certain number of turns, gaining 1 ammo every so often depending on how frequent the reload is. In this game, Damage works as both health and well, damage, so if a plant runs out of Damage they are destroyed.

Zombies are offensive cards that can be placed in ten offensive positions. Unlike plants, where they will stay more or less stationary, zombies will progress down the track in an orderly fashion. The track consists of ten, as we just said, offensive positions. Each zombie has a Delay stat which is the number of turns once they reach the front of the line they slide down that must pass before they go on and attack the opponent's hero. Like with plants, zombies use a single Damage stat for both their health and damage, so you can soften the blow by putting a dent in them.

Tricks are special types of cards that can do their own thing. They can be played during a player's turn, and they have a range of different effects from healing to doing Damage, to even having particularly synergistic effects with specific other types of plants or zombies. The versatility of Tricks means they are often the WiLdCaRd2048 or support in any deck, capable of synergizing with your cards to create unexpected and powerful combos. Crafting a deck with the right mix of Tricks can provide a strategic edge and add a layer of unpredictability to your gameplay.

Here's what the game board looks like, so you can get an idea of how things work.

Game Board Demonstration

Friendly HeroValid Plant SpaceValid Zombie SpaceEnemy Hero

Heroes[]

The key to Hypercards is the hero. Each player has a hero with a massive pool of health that is degraded as it suffers Damage. The first player whose Hero is destroyed will lose the match, so it's important to both defend your own Hero and attack the opposing Hero. Each Hero comes with their own unique abilities and stats, which can dramatically influence the flow of the game. Managing your Hero's health while leveraging their most delightful special abilities, called Flicks, effectively can be the difference between victory and defeat.

Each sun spent by the player will add 1 energy to their energy bar. There are two different types of heroes, there are plant heroes and there are zombie heroes. Plant heroes can hold up to 20 energy before running out of space, while zombie heroes can only hold 15 energy. This doesn't mean that they're objectively worse or anything, just different and more aggressive. So if you were to play a card that costed 10 sun, you would get 10 energy in turn. If you already had some energy, let's say 7/10 already, and then you get 10 energy, you will now have 20 energy. Manage your energy!

Each Hero has three Flicks. Flicks cost a certain amount of energy to be used, and each Hero has three of them. Some Flicks are activated manually and they will consume a certain amount of energy when they are used, and they do something really cool when used! Other Flicks are passive and just turn themselves on when the Hero has enough energy to support them. There's a fun balance here especially with mixed Heroes where it's important to manage energy input as well as spending it to keep passive benefits unlocked and going strong.

Unlocking Cards[]

Progression in Hypercards is very, very exciting. It's also very, very similar to the progression in PvZ Heroes where you collect a bunch of cards to then use them in a deck and beat the cahoonies out of unknowing opponents. The idea is that you collect coins from battles and other sources to then open up packs to collect random new cards. Cards only have to be collected once! After a card is unlocked, it can be used indefinitely in decks with no restrictions. This means that instead of it being a slog to get all four copies of a card, it can be a joyous ride to just get one. You'll see a similar design philosophy in Fresh Fighters.

Coins[]

Coins are the main resource in Hypercards and play a crucial role in your progression and deck-building journey. You collect coins from various sources, with battles being the most prominent. Winning a battle rewards you with a larger stash of coins compared to a loss, but even in defeat, you earn a respectable amount to keep your momentum going. This system encourages continual play and improvement, as each match, win or lose, contributes to your overall growth as both a Hypercards player and as a living, breathing human being.

Once you've amassed enough coins, you can use them to open mysterious and charming card packs. These packs contain a random assortment of new cards, which you can then add to your collection and integrate into your decks. They're discussed in the next section. The excitement of unlocking new cards adds an element of surprise and anticipation to your gameplay experience, but there is an option to just create the cards you want anyway.

So, while battles form the core of your coin-earning activities, remember that the game offers a variety of ways to fill your coffers. Every coin you collect brings you closer to building the ultimate deck and mastering the diverse and dynamic world of Hypercards. Managing your coin resources strategically will enable you to not only enhance your deck but also personalize your gameplay experience, paving the way for endless fun and creativity in the ever-evolving realm of Hypercards.

Packs[]

As previously mentioned, packs are how you unlock new cards. Packs can be purchased directly with coins, but there are also ways to obtain packs through other reward sources that aren't just money. Each pack contains a number of new cards you get to play around with immediately because you don't have to collect a bunch of different copies before being able to reasonably play with them unlike in PvZ Heroes. When you get a card out of a pack, it's more likely to be a brand-new card especially at the beginning but there is a chance that it will be a duplicate, where it will turn into scraps as described in the next section. This just keeps progression moving at a steady pace.

These are the different packs that are available in the game, as well as their coin prices if applicable. Keep in mind that lower-rarity cards will be shown to the player first, and that rarities are for individual cards and not all of the cards in the pack. That much should be obvious, but it might not be obvious to some less-informed players.

  • Basic Card Pack (5000 coins) - Contains a single random card, of the following rarity distribution:
    • Common: 55% chance
    • Rare: 30% chance
    • Epic: 14% chance
    • Legendary: 1% chance
  • Greater Card Pack (14000 coins) - Contains a total of 3 random cards, of the following rarity distribution:
    • Common: 49% chance
    • Rare: 34% chance
    • Epic: 16% chance
    • Legendary: 1% chance
  • Master Card Pack (40000 coins) - Contains a total of 10 random cards, of the following rarity distribution:
    • Common: 45% chance
    • Rare: 36% chance
    • Epic: 17% chance
    • Legendary: 2% chance

Players can also choose to apply power-ups to their packs when purchasing them. Power-ups will apply a special modifier to the pack that makes it a bit more interesting potentially, and packs that are given out can sometimes have power-ups applied to them. While players can collect power-ups and use them at will, there is also a small 3% (grows based on pack size) chance for packs to just come with a power-up naturally for a bit of fun and games. Welcome to the jungle.

These are the two types of power-ups that can be used:

  • Strikes - Each card draw can be "struck" up to 2 times to reroll it for another card of the same rarity.
  • Choice - Each card draw is between two cards of the same rarity. Can pick one of them to take.

Scraps[]

Scraps are obtained by getting duplicates of cards you already own in packs or through other means. How graceful! Scraps are primarily used for crafting cards of your choice, allowing you to selectively add specific cards to your collection without relying solely on the randomness of packs. This crafting system empowers you to tailor your deck to your preferred playstyle, focusing on the cards that best enhance your strategy and complement your existing collection. No card goes to waste, and your collection efforts are rewarded by giving you a tangible benefit from duplicate pulls.

  • Common Card: Can be crafted with 1000 scraps and converts into 500 scraps
  • Rare Card: Can be crafted with 5000 scraps and converts into 2500 scraps
  • Epic Card: Can be crafted with 10000 scraps and converts into 5000 scraps
  • Legendary Card: Cannot be crafted but can be converts into 1 scrap (get rekt)

Scraps can also be obtained through some other reward sources, such as Ranked mode (which is described in a bit more detail later) and if you win by an exceptionally large margin you can also get a handful of Scraps there as well. Beat the sense out of your opposition! However, the best way to gather scraps by far is to either gather duplicate cards from your friendly packs. There are also a small number of cards in the game, around 20, that can only be crafted with scraps. They cannot be obtained in any other way.

Hero's Journey[]

Hero's Journey is a big part of the progression in Hypercards, and it contains all sorts of interesting and unique rewards as it is progressed through. The Hero's Journey is a sort of experience system combined with a reward track that allows players to show off their Hypercards expertise and collect some goodies along the way. Along the Hero's Journey are Journey Nodes, which are basically just set reward tiers that are lined up numerically. Unlocking new cards, winning battles (but only so many each day), and completing challenge tasks will award the player with Journey Points, which are what progresses them through Journey Nodes.

  • Common Card: Unlocking a new card of this rarity awards 100 Journey Points
  • Rare Card: Unlocking a new card of this rarity awards 500 Journey Points
  • Epic Card: Unlocking a new card of this rarity awards 1000 Journey Points
  • Legendary Card: Unlocking a new card of this rarity awards 5000 Journey Points

Hero's Journey rewards include packs to boost progression, coins to spend on whatever the player wants to, scraps to craft desired cards, and special cards. The cards that are found in the Hero's Journey cannot be obtained elsewhere, in a similar vein to the scrap-exclusive cards from the last section. Once a card has been found in Hero's Journey (or if it's a scrap-exclusive card, for that matter), duplicates of it can appear in other places such as packs.

New Heroes can only be obtained through the Hero's Journey, but you get to pick which one you want to unlock at each stage. For example, you may have the choice between Peatriarch and Estate McDetonate. Any Heroes outside of the first 10 (5 plants, 5 zombies) are relegated to Challenge Tasks (the next section, yummy!) instead.

Challenge Tasks[]

Challenge Tasks are the final place to unlock new cards, and potentially other goodies. Every so often, a mysterious character will appear to you with a challenge! Each challenge is a string of about 10 quests that range from placing a lot of zombies to doing damage, and about everything in between. Challenge Tasks come in infrequently, so you're encouraged to try and actually complete them while they're around. However, if you're unable to do it then the next time if the same Challenge Task comes back (which is likely) it will be easier to complete.

Completing Challenge Tasks in Hypercards is not only rewarding but also adds a layer of excitement and unpredictability to your gameplay. Each time you successfully complete a challenge, you're granted access to unique rewards, such as rare cards, exclusive cosmetics, or even bundles of coins and scraps. These rewards can significantly boost your deck and give you a competitive edge. It also further diversifies the game experience for different players, because everyone has different Challenge Tasks going on at different times.

There are Challenge Tasks for new cards as well as bigger rewards like coins or packs. There is a set of cards that are exclusive to Challenge Tasks, which makes it especially rewarding to complete them. The Challenge Tasks with those exclusive cards are generally a bit more difficult and longer to make them just that bit more interesting and feisty. Successfully tackling these exclusive Challenge Tasks not only grants you access to these rare cards but also brings a profound sense of accomplishment, making each victory feel like a significant milestone in your Hypercards journey. Yeah!

Mastering Cards[]

Of course, just obtaining cards isn't enough. You want to be able to truly master your cards, to understand them on a personal level, and to be able to show off that mastery. Mastering cards in Hypercards involves delving deep into the intricacies of each card's abilities, strengths, and potential synergies within your deck. It's about recognizing the perfect moment to play a card for maximum impact and anticipating how your opponent might counter or react.

Card Mastery[]

To aid in this journey of mastery, Hypercards provides a unique progression system for each card. As you use a card more frequently in battles, it gains experience points that contribute to its mastery level. This system not only rewards you for playing your favorite cards but also encourages you to experiment and discover new favorites. As your cards level up, they may unlock additional visual enhancements or minor gameplay bonuses, signifying your growing bond and expertise with them. Oh yeah!

Reaching higher mastery levels with a card isn't just about gaining strategic advantages like knowledge and brainpower, it's also about unlocking exclusive rewards that set your collection apart. Each card has a series of mastery milestones, and as you achieve these, you earn unique cosmetic upgrades that can't be obtained through any other means. These might include new artwork for the card, special card frames, or dynamic effects that make your cards visually stand out on the battlefield. These exclusive cosmetics are a testament to your dedication and skill, showcasing your deep and modest connection with each card. Rizztastic!

Additionally, as you level up your cards, you're rewarded with valuable resources like coins and scraps. This makes investing time in mastering a variety of cards a worthwhile endeavor, as the rewards help you further expand and refine your deck. Whether it's through enhancing the look of your cards with unique cosmetics or gathering the resources needed to acquire and craft new cards, the mastery system enriches your overall gameplay experience.

Card Cosmetics[]

As we previously discussed, there are special cosmetics to be found through mastery. These cosmetics can only be obtained through mastery, and there is no other way to collect cosmetics of any kind. You have to earn those things! The cosmetics range from alternate artwork to spice up the card's visual design to straight-up new visual effects that trigger when a card does its thing. There is an option in the settings menu to disable card cosmetics for those who are perhaps a little less experienced and are likely to get confused when things change all of a sudden.

These are the different types of cosmetics available for cards:

  • Card Splashes: Changes the artwork of the card. Each card has its own artwork. Great!
  • Card Sleeves: Changes the frame of the card to be more interesting to look at. It's so cool!
  • Card Sparks: Adds fancy effects when the card is played, such as a spritz of confetti. Yeet!
  • Card Skins: Completely redoes the card's visual design when deployed. It's a skin, after all!

While legally not a card cosmetic, there are also emotes in this game tied to specific cards. Each card has a set of 4 emotes as well as 1 text emote (called a saying, but no one would know what I was talking about if I didn't use a more generally-understood name first) that can be used in battles to communicate ineffectively with either your opponent or teammates. A deck of 20 emotes and 10 text emotes can be constructed and used in battles.

Multiplayer Gameplay[]

Cards and other things don't mean much if there's no way to compete. And trust me, you can compete in this game. This game has a lot of options to play from solo modes to team modes, and everything in between! In Hypercards, you can challenge your friends in head-to-head duels, participate in ranked matches to climb the competitive ladder, or join forces in cooperative team battles for a shared strategic experience. There are an infinite number of choices! Dandy!

Game Options[]

Hypercards is all about choice, and very often players will choose to dillydally in the flower fields. Just as often, they choose gameplay. Gameplay unlike anything ever seen before. There are a wealth of options for players to explore in Hypercards, ranging from the traditional 1v1 battle to 2v2 to even the ominous 4v4 battle. Each mode offers a unique experience, whether you're refining your skills in solo duels, teaming up with friends in cooperative play, or engaging in massive, chaotic clashes with multiple opponents. With so many ways to play, you can tailor your Hypercards experience to fit your mood and style, ensuring endless hours of fun, strategy, and violence.

Environments[]

Before we leap into the wonderful world of multiplayer gameplay, it's time for Environments. I wasn't entirely sure where to put this section, so it's going here. Would you believe that? You better believe that. It's happening right before your very eyes. You better believe that. It's happening right before your very eyes. Hold onto your hats and any nearby small pets, because we're about to explode. Just kidding. We're going to explore environments!

Environments are playable areas, similar to the arenas in PvZ Heroes. Unlike PvZ Heroes, each environment has a unique quirk or gimmick associated with it. Not only do they look interesting, but they come with new and invigorating styles of gameplay. There are two different categories of environment, those being common and rare. Common environments are tamer and appear more often, while rare environments appear a lot less often and are far more disruptive.

Common (93% chance)

  • Clashtown Suburbs: No effect
  • Pepper Jack Graveyard: Plants cost 1 more sun.
  • Oily Beard's Campgrounds: Each player starts with 1 more card in hand.
  • Imp Town: Each player starts with 3 more sun.
  • Copper Mines: The first card played each game costs 1 less.
  • Mellow Madhouse: Zombies have Delay increased by 1.
  • Floodgate Fields: Each player draws two cards each turn.
  • Super Sports Stadium: Zombies move twice each turn.
  • Heartwood Retreat: Zombies cost 1 more sun.
  • Spectral Swamp: Each player can hold 10 more sun at once.
  • Twilight Treetops: Trick cards cost 1 less to play.
  • Silver Sands Beach: The first card played each game costs 2 more.

Rare (7% chance)

  • Turbo Trap Town: Each player starts with a hand full of tricks. If a player has no tricks or not enough tricks, they are given random tricks.
  • Trampoline Park: When something is to be destroyed, it is Bounced instead. Cards Bounced when somebody has a full hand are instead destroyed.
  • Castle of Doom: Players start with no cards in their hand.
  • Antarctic Base: The first card played each turn starts Frozen.
  • Rushin' Roulette: Each turn, a random minion of each player's is destroyed.

We like our weird numbers, thank you very much.

Casual[]

Sometimes players choose to be cowards. Embrace the cowardice! In Casual mode, you can play as much as you want without having to worry about losing any sort of rank points or anything of that description. They can still progress their quests or other similar things that aren't tied to ranks, but other than that it's a good place to kick back, relax, and just play some easy games. There's a little bit of skill-based matchmaking to make sure that new players aren't immediately pancaked by veteran ones, but there's not too much outside of that.

Casual mode can be played with the following game modes:

  • Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
  • Duos: A longer duel of the 2v2 variety. A total of four players enter, but only two of them will leave.
  • Co-Op: A really stupid game mode that is 4v4. This is an awful idea for a card game, but who cares?

Party![]

Sometimes players choose to be silly. Embrace the silliness! In Party! mode, you can play a sort of alternate version of the regular Casual mode. Party! mode consists of a bunch of rotating, silly game modes with fun and unique twists that make them really stupid and not very competitive at all. Sometimes, more than one Party! modifier will cascade upon your battle experience, and you will be left to pick up the pieces! As with Casual, Party! still allows for the completion of quests and other tasks, and sometimes the modifiers might make that easier.

Party! mode can be played with the following game modes:

  • Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
  • Duos: A longer duel of the 2v2 variety. A total of four players enter, but only two of them will leave.
  • Co-Op: A really stupid game mode that is 4v4. This is an awful idea for a card game, but who cares?

Ranked[]

Sometimes players choose to be competitive. Embrace the competitiveness! In Ranked mode, you can play more competitively. Ranked matches pit you against other players of similar skill levels, so as you get better your competition will as well! As you win matches, you'll climb the ranks, advancing through different tiers and earning awesome rewards (including exclusive ones like profile banners, icons, or frames) that reflect your growing expertise. You're going to become a big boy, whether you like it or not! How delightful! How wonderful! How delightfully wonderful!

Ranked mode can be played with the following game modes:

  • Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
  • Crown: Ranked is limited to 1v1 game modes. This game mode is a best of three with boosted Elo to match.

Private Play[]

Sometimes players choose to be antisocial. Embrace the antisocialness! Private Play allows you to create custom matches where you can face off against AI opponents or invite your in-game friends for a friendly duel. You have full control over your AI opponent's decks, Hero, and even their difficulty level as well as playstyle. Of course, for maximum funsies and bunsies, you can set it to be completely random. You'll never know what to expect! Private Play also comes with some special Crazy Settings that add further layers of stupidity to your gameplay.

Private Play can also be played with in-game friends. That's right, in-game friends are a thing. You can send real people if you somehow know any friend request links, but you can also just send a friend request to someone after playing with them in any capacity. Handy! This makes Private Play a fun blend between something to play on your own and something that you can whip out at the function to make everyone fall in love with you. Your knees will never be the same. What?

Party! mode can be played with the following game modes:

  • Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
  • Duos: A longer duel of the 2v2 variety. A total of four players enter, but only two of them will leave.
  • Co-Op: A really stupid game mode that is 4v4. This is an awful idea for a card game, but who cares?

Each game mode also comes with a Crown variant, which is the best of three mode from Ranked. Amazing!

Squads[]

Hypercards is our most social-focused game experience to date. Don't fact-check us on that. With that title, it's important that connecting with fellow players is something that can be feasibly done. And trust us when we say that we have achieved that goal! Up to 50 players can band together in a Squad, which is more or less just a group of players who want to play together and vibe together. Squads, of course, come with chat functionality as you would expect but there is so much more to them. So very much more.

Together with your Squad, you can do anything. That's what we tell ourselves, at least. Between you and me, <insert name here>, there's some dead weight in my Squad and it's Creepes. He never helps out with Squad Hunts or Squad Carnivals, and he keeps missing his Squad League games. He's a terrible Squadmate and an even worse human being. We should all go over to his message wall and call him very bad names, such as "idiot" and "dummy". I'm always right.

Squads have different leadership roles and stuff, but that's not something particularly important to you as a reader. It's up to the Squad leader to make all the rules and to manage the Squad, but it's also possible to have other players from the Squad help out with that. Squad leaders play a pivotal role in setting the tone and strategy for their teams, ensuring cohesion and coordination among members both in and out of battle, from managing socials to pinning important messages to starting Squad Events.

Requesting Scraps[]

One of the most basic functionalities available to Squads is the ability to request scraps. Every 9 hours or so, you get to put out a request to the rest of your Squad asking for some spare change. If they're feeling generous enough, they might give you some! This is another way to collect scraps and give yourself some more control over what you unlock. If you're just having awful luck with everything, you can always count on this daily income source. Based!

Squad League[]

The first event available to Squads is the wonderful Squad League. Squad League pits two different Squads against each other in head-to-head combat. In Squad League, a number of players from each Squad will duke it out in personal 1v1 battles to determine who is the best Squad. The Squad of the two with the most wins will, obviously, win the Squad League. That much should have been obvious. The closer the Squad League, the better the rewards bestowed upon the losing Squad. Squad League is a two-day event, with the first day being set aside for players to figure out what to do with their Squad, and the second day being set aside for awesome battle gameplay. Wow!

Squad Carnival[]

Another event that Squads can do together is Squad Carnival. Squad Carnival comes around every weekend, and players can contribute as many times as they'd like with no restrictions. Each enemy plant or zombie destroyed drops a special candy, and collecting enough candies will progress the Squad through a number of Pinata rewards. At the end of the event, each player gets to smash open the Pinata and gain a whole slew of fun goodies depending on how far the Squad got. There is some variation depending on how much an individual player contributed, and there's a bit of friendly competition as well with the top 3 players getting a huge 50% boost to their Pinata rewards. Splendid!

Squad Hunt[]

Another exciting event to play with your most beloved Squadmates is Squad Hunt. In Squad Hunt, the entire Squad plays against a single Boss Hero with infinite health and very, very frightening power in a series of battles. There are a number of Boss Heroes that the event can highlight, and they are all quite formidable opponents. Each player in the Squad can contribute up to 7 matches - no more - the entire event duration, which is about a week. Squad Hunt comes around twice a month, and the rewards are more than worth it. The more damage dealt to the Boss Hero, the more rewards everyone gets! Rewards are based on individual damage dealt as well. No freeloaders!

List of Cards[]

And with that, our lovely card collection! There are a total of 10 Heroes and 211 playable cards right now, but only 200 of those can actually be collected and put into a deck. Wonderful! Take a look! Also, probably important, here's our list of keywords that you'll see while reading. Most delightful!

Card Stats

  • Sun Cost - The amount of sun it costs to use a card.
  • Charges - The number of times a card may be used per game.
  • Delay (Zombies Only) - The amount of turns that must end before the zombie goes and attacks.
  • Ammo (Plants Only) - The amount of attacks a plant can execute onto zombies.
  • Reload (Plants Only) - The amount of turns it takes for a Plant Card to restore ammo.
  • Damage - The amount of damage a card deals either to the opponent or to their zombies.

Status Effects

  • Immortal: Cannot lose Damage.
  • Frozen: Delay or Reload cannot go down.
  • Bounce: Return the card to its owner's hand.

Traits

  • Strikethrough: Hurts everything in its lane.
  • Deadly: Destroys the target in a single attack.
  • Breach (Zombies Only): Targets enemy plants before the hero.

Triggers
Numbers are used to delay the effect

  • Turn Rush: Activates at start of the turn.
  • Attack Rush: Activates when this performs an attack.
  • Play Rush: Activates when the card is played.
  • Hurt Rush: Activates when the card is hurt.
  • Destroy Rush: Activates when the card is destroyed.

Heroes[]

  • Plant Heroes

  • Zombie Heroes

Peatriarch
PropertiesFlicks

Max Health: 2000
Max Energy: 20

Pea Shot (5) - Do 40 Damage to an enemy zombie.
Straight Shot (7) - Attack for 100 damage in the middle lane.
Expert Training (14) - Passive: All your Peashooters have +80 Damage.

Flavor Text

Unflavored

Toothache
PropertiesFlicks

Max Health: 2000
Max Energy: 20

Goop (6) - Stun a plant or zombie this turn.
Spikeweed (10) - Select a column. When an enemy zombie reaches the end of that column, they take 75 Damage and are Stunned that turn.
Burrow (15) - Destroy an enemy zombie. You cannot use a Flick next turn.

Flavor Text

Unflavored

Sunny D
PropertiesFlicks

Max Health: 1500
Max Energy: 20

Flower Power (4) - Summon a Sunflower. If you have more than 10 sun, summon a Twin Sunflower instead.
Pollen Storm (9) - For each sun you have, all enemy zombies lose 10 Damage.
Photosynthesis (20) - Passive: When you gain extra sun, all cards in your hand cost 1 less.

Flavor Text

Unflavored

Dragonforce
PropertiesFlicks

Max Health: 1000
Max Energy: 20

Fireball (2) - Do 40 Damage to an enemy zombie or 20 Damage to an enemy plant.
Waves of Flame (10) - Do 120 Damage to all enemy zombies.
Scorched Earth (15) - Passive: When the enemy Hero plays a zombie, all enemy zombies take 60 Damage.

Flavor Text

Unflavored

Yarnball
PropertiesFlicks

Max Health: 2000
Max Energy: 20

Thorny Shield (4) - When a friendly plant is supposed to receive Damage from a zombie this turn, deal 50 Damage to that zombie instead.
Nine Lives (9) - Passive: When a friendly plant is destroyed, Bounce them instead.
Rain of Claws (15) - For each friendly plant played this game, deal 40 Damage to a zombie, plant, or the enemy hero.

Flavor Text

Unflavored

Estate McDetonate
PropertiesFlicks

Max Health: 1250
Max Energy: 15

Rocket Launcher (3) - Do 75 Damage to an enemy zombie and 50 Damage to zombies next door to it.
Rigged To Explode (5) - A friendly zombie gains "Destroy Rush: Do 200 Damage to enemy zombies here and next door."
Rocket Overboost (6) - Destroy a friendly zombie. For each sun it costed, do 100 Damage to an enemy zombie.

Flavor Text

Unflavored

Dr. Doctor
PropertiesFlicks

Max Health: 2000
Max Energy: 15

Injection (4) - Increase your Hero's maximum health by 100. Heal your Hero for 25 health.
Unstable Mix (7) - Heal all friendly zombies equal to 100 times the number of friendly plants on the board.
Medical Miracle (15) - Your Hero can't be hurt this turn. 50% of any damage absorbed is converted into healing.

Flavor Text

Unflavored

Gene Error
PropertiesFlicks

Max Health: 1500
Max Energy: 15

Jackhammer (4) - Move a friendly zombie three spaces forward. If it's a Tech zombie, that zombie gains 100 Damage and is Bounced when destroyed.
Repair Kit (8) - Passive. When a friendly Tech minion is destroyed, Bounce it instead. It gains 75 Damage and costs 1 less.
Broken Teleporter (12) - Passive. Bounce one enemy minion each turn. Bounced minions in your opponent's hand are destroyed if they are not played the following turn. Bounced Tech minions are instantly destroyed.

Flavor Text

Unflavored

Detective Brainfumble
PropertiesFlicks

Max Health: 2000
Max Energy: 15

Toss of the Coin (2) - Draw a random card. If it costs 5 or more, it costs 1 less.
The Next Step (3) - Choose a friendly minion. Transform it into another random minion of its nature that costs 2 more.
Deductions (6) - Transform all cards in your hand into random cards that cost 2 more, and they all cost 1 less.

Flavor Text

Unflavored

Quarterback Charles
PropertiesFlicks

Max Health: 1500
Max Energy: 15

Dummy Shield (5) - Protect a column of friendly minions for one turn. Friendly Imps in that column are given 25 Damage and have delay reduced by 1.
Imp Punt (8) - Destroy an Imp. Then, deal 150 Damage. If this Damage destroys a minion, draw an Imp.
Totally Legitamite Injection (15) - Use this on a friendly plant, zombie, or yourself. A friendly plant receives Strikethrough and Deadly. A friendly zombie receives 200 Damage and has delay set to 0. You regain 500 health and all cards in your hand cost 2 less.

Flavor Text

Unflavored

Regular Cards[]

  • Plants

  • Zombies

  • Tricks

Peashooter
PropertiesStatistics

Peashooter Plant
Common

Sun Cost: 1
Charges: 1
Damage: 35
Ammo: 1
Reload: 1

Description

Textless

Flavor Text

Unflavored

Repeater
PropertiesStatistics

Peashooter Plant
Common

Sun Cost: 3
Charges: 1
Damage: 35
Ammo: 2
Reload: 1

Description

Textless

Flavor Text

Unflavored

Cabbage-pult
PropertiesStatistics

Plant
Common

Sun Cost: 3
Charges: 1
Damage: 80
Ammo: 1
Reload: 2

Description

Textless

Flavor Text

Unflavored

Dartichoke
PropertiesStatistics

Flower Plant
Common

Sun Cost: 8
Charges: 1
Damage: 100
Ammo: 4
Reload: 4

Description

Textless

Flavor Text

Unflavored

Boomberry
PropertiesStatistics

Plant
Common

Sun Cost: 6
Charges: 1
Damage: 20
Ammo: 5
Reload: 3

Description

Textless

Flavor Text

Unflavored

Pine Needler
PropertiesStatistics

Plant
Common

Sun Cost: 5
Charges: 1
Damage: 90
Ammo: 2
Reload: 2

Description

Textless

Flavor Text

Unflavored

Chomper
PropertiesStatistics

Flower Plant
Common

Sun Cost: 3
Charges: 1
Damage: 30
Ammo: 1
Reload: 4

Description

Attack Rush: If the target has already lost Damage, destroy it.

Flavor Text

Unflavored

Bloomerang
PropertiesStatistics

Flower Plant
Common

Sun Cost: 3
Charges: 1
Damage: 35
Ammo: 2
Reload: 2

Description

Attack Rush: Do 35 Damage to the next zombie in line

Flavor Text

Unflavored

Homing Thistle
PropertiesStatistics

Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 60
Ammo: 3
Reload: 3

Description

Can only target the second row of zombies.

Flavor Text

Unflavored

Cactus
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 10
Charges: 1
Damage: 100
Ammo: 3
Reload: 2

Description

Deals double Damage if Ammo is full.

Flavor Text

Unflavored

Sunflower
PropertiesStatistics

Flower Plant
Common

Sun Cost: 4
Charges: 1
Damage: 50
Ammo: 0
Reload: 0

Description

Cannot attack. Turn Rush: Gives +2 sun

Flavor Text

Unflavored

Sun-shroom
PropertiesStatistics

Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 30
Ammo: 0
Reload: 0

Description

Cannot attack. Turn Rush: Gives +1 sun, then gives +3 for subsequent turns.

Flavor Text

Unflavored

Twin Sunflower
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 7
Charges: 1
Damage: 90
Ammo: 0
Reload: 0

Description

Cannot attack. Turn Rush: Gives +4 sun

Flavor Text

Unflavored

Torchwood
PropertiesStatistics

Plant
Common

Sun Cost: 3
Charges: 1
Damage: 20
Ammo: 1
Reload: 2

Description

Play Rush: A plant gains +80 Damage.

Flavor Text

Unflavored

Snow Pea
PropertiesStatistics

Peashooter Plant
Common

Sun Cost: 4
Charges: 1
Damage: 25
Ammo: 1
Reload: 1

Description

Attack Rush: Zombies hit are Frozen for a turn.

Flavor Text

Unflavored

Winter Melon
PropertiesStatistics

Plant
Epic

Sun Cost: 10
Charges: 1
Damage: 150
Ammo: 1
Reload: 4

Description

Damages the next and previous zombie too. Attack Rush: Zombies hit are Frozen for a turn.

Flavor Text

Unflavored

Snowdrop
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 15
Ammo: 1
Reload: 2

Description

Gets +30 damage when anything is Frozen.

Flavor Text

Unflavored

Snapdragon
PropertiesStatistics

Flower Pet Plant
Rare

Sun Cost: 5
Charges: 1
Damage: 80
Ammo: 1
Reload: 2

Description

Can only target the first row of zombies. Attack Rush: Damages the zombie behind the target.

Flavor Text

Unflavored

Cold Slaw
PropertiesStatistics

Plant
Common

Sun Cost: 4
Charges: 1
Damage: 50
Ammo: 1
Reload: 2

Description

Attack Rush: Zombies hit are Frozen for a turn.

Flavor Text

Unflavored

Cold Snapdragon
PropertiesStatistics

Flower Pet Plant
Epic

Sun Cost: 8
Charges: 1
Damage: 50
Ammo: 1
Reload: 3

Description

Can only target the first row of zombies. Attack Rush: Damages the zombie behind the target. Attack Rush: Zombies hit are Frozen for a turn.

Flavor Text

Unflavored

Electric Blueberry
PropertiesStatistics

Plant
Epic

Sun Cost: 6
Charges: 1
Damage: 250
Ammo: 1
Reload: 5

Description

Attacks a random zombie.

Flavor Text

Unflavored

Split Pea
PropertiesStatistics

Peashooter Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 60
Ammo: 1
Reload: 2

Description

Attack Rush: Every other attack gains +60 damage.

Flavor Text

Unflavored

Lemon Breeze
PropertiesStatistics

Plant
Common

Sun Cost: 4
Charges: 1
Damage: 5
Ammo: 1
Reload: 4

Description

Attack Rush: Bounce the zombie that is attacked.

Flavor Text

Unflavored

Blast Root
PropertiesStatistics

Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 30
Ammo: 1
Reload: 2

Description

Play Rush: Do 20 damage to all zombies.

Flavor Text

Unflavored

Giant Root
PropertiesStatistics

Plant
Rare

Sun Cost: 6
Charges: 1
Damage: 60
Ammo: 1
Reload: 2

Description

Play Rush: Do 40 damage to all zombies.

Flavor Text

Unflavored

Fume-shroom
PropertiesStatistics

Plant
Rare

Sun Cost: 4
Charges: 1
Damage: 35
Ammo: 1
Reload: 2

Description

Can only target the first row of zombies. Attack Rush: Do 35 Damage to the next two zombies in line.

Flavor Text

Unflavored

Goo Peashooter
PropertiesStatistics

Peashooter Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 20
Ammo: 1
Reload: 3

Description

Attack Rush: Poisons the target for 20 stacking damage every turn.

Flavor Text

Unflavored

Grody Grape
PropertiesStatistics

Plant
Rare

Sun Cost: 6
Charges: 1
Damage: 40
Ammo: 1
Reload: 3

Description

Play Rush: Poisons all zombies for 40 stacking damage every turn.

Flavor Text

Unflavored

Coconut Cannon
PropertiesStatistics

Plant
Common

Sun Cost: 7
Charges: 1
Damage: 200
Ammo: 1
Reload: 4

Description

Attack Rush: All other plants get +40 Damage.

Flavor Text

Unflavored

Rescue Radish
PropertiesStatistics

Plant
Common

Sun Cost: 4
Charges: 1
Damage: 90
Ammo: 1
Reload: 2

Description

Play Rush: Bounce another plant.

Flavor Text

Unflavored

Blast Spinner
PropertiesStatistics

Pet Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 40
Ammo: 1
Reload: 3

Description

This gains 40 Damage when you draw a card.

Flavor Text

Unflavored

Podfather
PropertiesStatistics

Peashooter Plant
Rare

Sun Cost: 4
Charges: 1
Damage: 60
Ammo: 1
Reload: 2

Description

When you play a Peashooter, it gains 60 Damage.

Flavor Text

Unflavored

Fire Peashooter
PropertiesStatistics

Peashooter Plant
Common

Sun Cost: 6
Charges: 1
Damage: 100
Ammo: 1
Reload: 2

Description

When this destroys a zombie this gains 80 Damage.

Flavor Text

Unflavored

Beeshooter
PropertiesStatistics

Peashooter Pet Plant
Common

Sun Cost: 5
Charges: 1
Damage: 30
Ammo: 1
Reload: 2

Description

This gains 30 Damage when your Hero is hurt.

Flavor Text

Unflavored

Sweet Pea
PropertiesStatistics

Peashooter Yummy Plant
Common

Sun Cost: 4
Charges: 1
Damage: 40
Ammo: 1
Reload: 2

Description

This gains 40 Damage when your Hero is healed.

Flavor Text

Unflavored

Pea Pod
PropertiesStatistics

Peashooter Plant
Epic

Sun Cost: 3
Charges: 1
Damage: 20
Ammo: 1
Reload: 2

Description

Play Rush: This gains 1 Ammo for every other friendly or enemy Peashooter.

Flavor Text

Unflavored

Commando Pea
PropertiesStatistics

Peashooter Plant
Legendary

Sun Cost: 10
Charges: 1
Damage: 80
Ammo: 2
Reload: 2

Description

Play Rush: Draw 3 Peashooters. When a Peashooter is played, all Peashooters gain 10 Damage. When a Peashooter attacks, all Peashooters gain 10 Damage. Hurt Rush: All Peashooters do a bonus attack.

Flavor Text

Unflavored

Mega Gatling Pea
PropertiesStatistics

Peashooter Plant
Epic

Sun Cost: 9
Charges: 1
Damage: 60
Ammo: 4
Reload: 4

Description

Play Rush: This does a bonus attack for each Peashooter.

Flavor Text

Unflavored

Spirit Cattail
PropertiesStatistics

Pet Plant
Epic

Sun Cost: 3
Charges: 1
Damage: 10
Ammo: 1
Reload: 2

Description

This gets 30 Damage when anything turns Invisible. Play Rush: Another plant becomes Invisible for a turn.

Flavor Text

Unflavored

Cattail
PropertiesStatistics

Pet Plant
Common

Sun Cost: 4
Charges: 1
Damage: 40
Ammo: 2
Reload: 3

Description

This attacks the zombie with the highest Damage.

Flavor Text

Unflavored

Grizzly Pear
PropertiesStatistics

Pet Plant
Rare

Sun Cost: 5
Charges: 1
Damage: 80
Ammo: 1
Reload: 3

Description

Turn Rush: Do 60 Damage to the zombie with the lowest Damage. Does 10 more Damage for each friendly Pet.

Flavor Text

Unflavored

Snomper
PropertiesStatistics

Flower Plant
Epic

Sun Cost: 5
Charges: 1
Damage: 70
Ammo: 1
Reload: 3

Description

Play Rush: Destroy a zombie here or next door. Attack Rush: Destroy a zombie here or next door with 100 Damage or less.

Flavor Text

Unflavored

Laser Bean
PropertiesStatistics

Tech Plant
Common

Sun Cost: 2
Charges: 1
Damage: 20
Ammo: 1
Reload: 3

Description

Strikethrough.

Flavor Text

Unflavored

Laser Cattail
PropertiesStatistics

Tech Pet Plant
Rare

Sun Cost: 4
Charges: 1
Damage: 50
Ammo: 1
Reload: 2

Description

Strikethrough. When a Pet attacks, that Pet gains 50 Damage.

Flavor Text

Unflavored

Lava Guava
PropertiesStatistics

Plant
Rare

Sun Cost: 5
Charges: 1
Damage: 120
Ammo: 1
Reload: 3

Description

Hurt Rush: Do 250 Damage to zombies here and next door. Destroy Rush: Do 250 Damage to zombies here and next door.

Flavor Text

Unflavored

Meteor Flower
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 8
Charges: 1
Damage: 200
Ammo: 1
Reload: 3

Description

Attack Rush: Do 200 Damage to a random zombie.

Flavor Text

Unflavored

Law Pea
PropertiesStatistics

Peashooter Plant
Epic

Sun Cost: 5
Charges: 1
Damage: 60
Ammo: 1
Reload: 2

Description

All Peas have Strikethrough.

Flavor Text

Unflavored

Caulipower
PropertiesStatistics

Flower Plant
Epic

Sun Cost: 7
Charges: 1
Damage: 90
Ammo: 1
Reload: 2

Description

This targets a random zombie. When this destroys a zombie, draw a copy of it and it costs 3 less.

Flavor Text

Unflavored

Yeti Chomper
PropertiesStatistics

Flower Pet Plant
Legendary

Sun Cost: 9
Charges: 1
Damage: 50
Ammo: 1
Reload: 3

Description

Play Rush: For each Pet, this gains 100 Damage. Freeze all Pets except this Yeti Chomper.

Flavor Text

Unflavored

Imp Pear
PropertiesStatistics

Plant
Common

Sun Cost: 2
Charges: 1
Damage: 20
Ammo: 1
Reload: 2

Description

Play Rush: This gains 10 Damage for each friendly or enemy Imp.

Flavor Text

Unflavored

Corpse Flower
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 4
Charges: 1
Damage: 60
Ammo: 2
Reload: 2

Description

Deadly. This can only target the first row of zombies. Destroy Rush: Draw a card.

Flavor Text

Unflavored

Doom-shroom
PropertiesStatistics

Stupid Plant
Epic

Sun Cost: 8
Charges: 1
Damage: 250
Ammo: 1
Reload: 1

Description

This attacks all zombies at once. Attack Rush: This becomes a permanent crater.

Flavor Text

Unflavored

Solar Azalea
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 3
Charges: 1
Damage: 40
Ammo: 1
Reload: 1

Description

Play Rush: Gain 1 sun for each friendly Flower.

Flavor Text

Unflavored

Dazey Chain
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 2
Charges: 1
Damage: 50
Ammo: 1
Reload: 3

Description

Play Rush: For each Flower, the first zombie in this lane has Delay increased by 1.

Flavor Text

Unflavored

Boom Balloon Flower
PropertiesStatistics

Party Flower Plant
Epic

Sun Cost: 4
Charges: 1
Damage: 70
Ammo: 0
Reload: 0

Description

This cannot attack. Play Rush: If you drew at least three cards this turn, gain a Doom Balloon. Turn Rush: Gain a Balloon Bomb.

Flavor Text

Unflavored

Balloon Bomb
PropertiesStatistics

Party Trick
Token

Sun Cost: 1

Description

Do 60 Damage to an enemy zombie.

Flavor Text

Unflavored

Doom Balloon
PropertiesStatistics

Party Trick
Token

Sun Cost: 2

Description

Do 120 Damage to all enemy zombies.

Flavor Text

Unflavored

Poppin' Poppies
PropertiesStatistics

Flower Plant
Epic

Sun Cost: 2
Charges: 1
Damage: 50
Ammo: 1
Reload: 2

Description

Play Rush: Shuffle two Lil' Buddies into your deck. Shuffle one more for each friendly Flower.

Flavor Text

Unflavored

Lil' Buddy
PropertiesStatistics

Flower Trick
Token

Sun Cost: 1

Description

Heal your Hero or a friendly plant for 50.

Flavor Text

Unflavored

Metal Petal
PropertiesStatistics

Flower Tech Plant
Rare

Sun Cost: 4
Charges: 1
Damage: 80
Ammo: 1
Reload: 3

Description

All Tech cards cost 1 less. Play Rush: All Flowers in your hand gain the Tech tribe this turn.

Flavor Text

Unflavored

Reincarnation
PropertiesStatistics

Flower Plant
Legendary

Sun Cost: 9
Charges: 1
Damage: 50
Ammo: 3
Reload: 1

Description

Play Rush: Your Hero's Health can't go below 1 this turn. At the start of the next turn, if there are no enemy zombies, heal your Hero to full and destroy this Reincarnation.

Flavor Text

Unflavored

Banana Split
PropertiesStatistics

Yummy Plant
Rare

Sun Cost: 5
Charges: 1
Damage: 100
Ammo: 1
Reload: 2

Description

Destroy Rush: Draw two Half-Bananas. All Yummy cards in your hand cost 1 less.

Flavor Text

Unflavored

Half-Banana
PropertiesStatistics

Yummy Plant
Common

Sun Cost: 2
Charges: 1
Damage: 50
Ammo: 1
Reload: 1

Description

Destroy Rush: All Yummy cards in your hand cost 1 less.

Flavor Text

Unflavored

Croak-shroom
PropertiesStatistics

Plant
Epic

Sun Cost: 3
Charges: 1
Damage: 20
Ammo: 1
Reload: 2

Description

This does four times the Damage to zombies that cost 5 or more Sun.

Flavor Text

Unflavored

Transfiguration
PropertiesStatistics

Plant
Epic

Sun Cost: 5
Charges: 1
Damage: 80
Ammo: 1
Reload: 1

Description

When a friendly zombie is hurt, it transforms into another random zombie that costs 1 more.

Flavor Text

Unflavored

Seedling
PropertiesStatistics

Plant
Common

Sun Cost: 1
Charges: 1
Damage: 5
Ammo: 0
Reload: 0

Description

Turn Rush 3: This transforms into a random plant that costs 5.

Flavor Text

Unflavored

Disco Pea
PropertiesStatistics

Peashooter Party Plant
Epic

Sun Cost: 6
Charges: 1
Damage: 90
Ammo: 3
Reload: 3

Description

Friendly Party plants gain 50 damage and Party zombies gain 100 Damage while this is on the board. Friendly Peashooters also gain 50 damage.

Flavor Text

Unflavored

Werewolf Blossom
PropertiesStatistics

Flower Pet Plant
Legendary

Sun Cost: 7
Charges: 1
Damage: 150
Ammo: 2
Reload: 3

Description

Deadly. Strikethrough. When this destroys an enemy zombie, draw a card. Destroy Rush: Destroy all other friendly zombies.

Flavor Text

Unflavored

Sympeathy
PropertiesStatistics

Peashooter Plant
Rare

Sun Cost: 6
Charges: 1
Damage: 100
Ammo: 1
Reload: 2

Description

Whenever a friendly plant or zombie is hurt, this gains 20 Damage. Whenever a friendly plant or zombie is destroyed, this does a bonus attack.

Flavor Text

Unflavored

Bop Beet
PropertiesStatistics

Plant
Common

Sun Cost: 1
Charges: 1
Damage: 50
Ammo: 0
Reload: 0

Description

This cannot attack. Turn Rush: The first zombie you play this turn gain 25 Damage.

Flavor Text

Unflavored

Zomberry
PropertiesStatistics

Plant
Rare

Sun Cost: 5
Charges: 1
Damage: 75
Ammo: 3
Reload: 3

Description

Play Rush: Summon a zombie that costs 5. Destroy Rush: Draw a copy of whatever zombie was made.

Flavor Text

Unflavored

Silver Flower
PropertiesStatistics

Flower Plant
Rare

Sun Cost: 4
Charges: 1
Damage: 30
Ammo: 4
Reload: 3

Description

Play Rush: This gains 10 Damage and draw a card for each Flower next door. If there are only friendly or enemy Flowers on the board, those cards cost 1 less.

Flavor Text

Unflavored

Browncoat Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 2
Charges: 1
Damage: 100
Delay: 1

Description

Textless

Flavor Text

Unflavored

Raincoat Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 3
Charges: 2
Damage: 125
Delay: 1

Description

Textless

Flavor Text

Unflavored

Gargantuar
PropertiesStatistics

Zombie
Common

Sun Cost: 7
Charges: 1
Damage: 500
Delay: 5

Description

Textless

Flavor Text

Unflavored

Conehead Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 4
Charges: 3
Damage: 250
Delay: 2

Description

Textless

Flavor Text

Unflavored

Buckethead Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 7
Charges: 2
Damage: 400
Delay: 2

Description

Textless

Flavor Text

Unflavored

Imp
PropertiesStatistics

Imp Zombie
Common

Sun Cost: 1
Charges: 3
Damage: 60
Delay: 1

Description

Textless

Flavor Text

Unflavored

Hot Dog Imp
PropertiesStatistics

Imp Yummy Zombie
Common

Sun Cost: 2
Charges: 3
Damage: 90
Delay: 1

Description

Textless

Flavor Text

Unflavored

Skunk Imp
PropertiesStatistics

Imp Pet Zombie
Common

Sun Cost: 3
Charges: 3
Damage: 125
Delay: 1

Description

Textless

Flavor Text

Unflavored

Ladder Zombie
PropertiesStatistics

Professional Zombie
Rare

Sun Cost: 3
Charges: 1
Damage: 100
Delay: 3

Description

Play Rush: Move another zombie to the front of the line.

Flavor Text

Unflavored

Owl Handler Zombie
PropertiesStatistics

Pet Zombie
Common

Sun Cost: 5
Charges: 1
Damage: 125
Delay: 1

Description

Play Rush: Draw a card for each friendly Pet.

Flavor Text

Unflavored

Snake Charmer Zombie
PropertiesStatistics

Pet Zombie
Common

Sun Cost: 3
Charges: 1
Damage: 100
Delay: 1

Description

Play Rush: Choose a plant. For each friendly Pet, that plant loses 10 Damage.

Flavor Text

Unflavored

Cell Phone Zombie
PropertiesStatistics

Tech Zombie
Common

Sun Cost: 3
Charges: 2
Damage: 100
Delay: 1

Description

Play Rush: Draw a card

Flavor Text

Unflavored

Treasure Yeti
PropertiesStatistics

Zombie
Rare

Sun Cost: 2
Charges: 1
Damage: 80
Delay: 1

Description

Destroy Rush: Gain +4 sun.

Flavor Text

Unflavored

Treasure Chest Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 5
Charges: 1
Damage: 150
Delay: 1

Description

Destroy Rush: Draw 2 cards.

Flavor Text

Unflavored

Trash Can Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 1
Charges: 1
Damage: 20
Delay: 2

Description

Play Rush: Becomes Immortal for the first turn.

Flavor Text

Unflavored

Screen Door Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 4
Charges: 1
Damage: 100
Delay: 2

Description

Play Rush: Becomes Immortal for the first turn.

Flavor Text

Unflavored

Newspaper Zombie
PropertiesStatistics

Professional Zombie
Rare

Sun Cost: 3
Charges: 1
Damage: 25
Delay: 3

Description

Hurt Rush: This gains 100 Damage.

Flavor Text

Unflavored

Loose Cannon
PropertiesStatistics

Imp Tech Zombie
Common

Sun Cost: 2
Charges: 1
Damage: 90
Delay: 1

Description

Play Rush: Do 10 damage to a friendly zombie.

Flavor Text

Unflavored

Demolisher Zombie
PropertiesStatistics

Professional Zombie
Rare

Sun Cost: 4
Charges: 1
Damage: 150
Delay: 3

Description

Destroy Rush: Do 60 damage to all friendly and enemy zombies.

Flavor Text

Unflavored

Vimpire
PropertiesStatistics

Imp Zombie
Rare

Sun Cost: 2
Charges: 1
Damage: 10
Delay: 2

Description

Attack Rush: Heal your Hero for 100 Health.

Flavor Text

Unflavored

Trickster
PropertiesStatistics

Party Zombie
Epic

Sun Cost: 5
Charges: 5
Damage: 150
Delay: 2

Description

Whenever a Trick is played, move this zombie to the back and give it 50 extra Damage.

Flavor Text

Unflavored

Medic Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 4
Charges: 1
Damage: 60
Delay: 1

Description

Play Rush: Heal your Hero for 50 Health.

Flavor Text

Unflavored

Brown Bag Zombie
PropertiesStatistics

Yummy Zombie
Rare

Sun Cost: 2
Charges: 1
Damage: 120
Delay: 1

Description

Destroy Rush: Heal your Hero for 120 Health.

Flavor Text

Unflavored

Vitamin Zombie
PropertiesStatistics

Yummy Zombie
Rare

Sun Cost: 3
Charges: 1
Damage: 120
Delay: 4

Description

When anything is healed, this gains +60 Damage.

Flavor Text

Unflavored

Disco Zombie
PropertiesStatistics

Party Zombie
Rare

Sun Cost: 7
Charges: 1
Damage: 125
Delay: 1

Description

Play Rush: For each enemy zombie, create a Backup Dancer.

Flavor Text

Unflavored

Backup Dancer
PropertiesStatistics

Party Zombie
Token

Sun Cost: 5
Charges: 1
Damage: 125
Delay: 1

Description

Textless

Flavor Text

Unflavored

Haunting Ghost Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 3
Charges: 2
Damage: 80
Delay: 2

Description

Play Rush: Turns invisible for the first turn.

Flavor Text

Unflavored

Mace Zombie
PropertiesStatistics

Zombie
Rare

Sun Cost: 5
Charges: 1

Damage: 50
Delay: 2

Description

Attack Rush: Deals +50 damage for each other friendly zombie.

Flavor Text

Unflavored

Zombie Chicken
PropertiesStatistics

Pet Zombie
Common

Sun Cost: 1
Charges: 1
Damage: 40
Delay: 1

Description

Play Rush: Draw a Zombie Chicken.

Flavor Text

Unflavored

Juggernaut
PropertiesStatistics

Zombie
Epic

Sun Cost: 5
Charges: 1
Damage: 200
Delay: 2

Description

Attack Rush: Deals +200 damage if there are no other friendly zombies.

Flavor Text

Unflavored

Omega Imp
PropertiesStatistics

Imp Zombie
Epic

Sun Cost: 4
Charges: 1
Damage: 60
Delay: 1

Description

Play Rush: Play this on top of an Imp. This gets double that Imp's Damage.

Flavor Text

Unflavored

Imp Machine
PropertiesStatistics

Imp Tech Zombie
Legendary

Sun Cost: 10
Charges: 1
Damage: 300
Delay: 5

Description

Turn Rush: Do 250 Damage to two random enemy zombies. Destroy Rush: Destroy the first three enemy zombies in line and do 500 Damage to the enemy Hero.

Flavor Text

Unflavored

Mechanic Zombie
PropertiesStatistics

Tech Zombie
Epic

Sun Cost: 3
Charges: 1
Damage: 90
Delay: 3

Description

Destroy Rush: Gain an Imp Machine.

Flavor Text

Unflavored

Breakdancer Zombie
PropertiesStatistics

Party Zombie
Epic

Sun Cost: 6
Charges: 1
Damage: 70
Delay: 1

Description

Play Rush: Lower the Delay of every zombie in this lane by 1.

Flavor Text

Unflavored

Punk Zombie
PropertiesStatistics

Party Zombie
Rare

Sun Cost: 5
Charges: 1
Damage: 50
Delay: 1

Description

Attack Rush: Bounce an enemy plant.

Flavor Text

Unflavored

Glitter Zombie
PropertiesStatistics

Party Zombie
Epic

Sun Cost: 6
Charges: 1
Damage: 40
Delay: 3

Description

This zombie cannot become Immortal. All of your other zombies behind this in line are Immortal.

Flavor Text

Unflavored

Dagger Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 1
Charges: 2
Damage: 50
Delay: 2

Description

Breach.

Flavor Text

Unflavored

Assassin Zombie
PropertiesStatistics

Zombie
Rare

Sun Cost: 4
Charges: 1
Damage: 100
Delay: 1

Description

Assassin Zombie - Breach. When a plant is destroyed, this gains 100 Damage. When a plant is bounced, this gains 50 Damage.

Flavor Text

Unflavored

Exploding Imp
PropertiesStatistics

Imp Zombie
Rare

Sun Cost: 4
Charges: 1
Damage: 250
Delay: 3

Description

Breach. This attacks here and next door. Upon attacking, this destroys itself.

Flavor Text

Unflavored

Big Smith
PropertiesStatistics

Professional Zombie
Epic

Sun Cost: 5
Charges: 1
Damage: 100
Delay: 2

Description

Enemy plants and zombies that are bounced are destroyed instead. When a plant is destroyed, this gains 60 Damage.

Flavor Text

Unflavored

Smelly Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 3
Charges: 1
Damage: 10
Delay: 3

Description

Deadly. Breach.

Flavor Text

Unflavored

Cactus Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 4
Charges: 1
Damage: 150
Delay: 2

Description

Hurt Rush: All enemy plants take 20 Damage.

Flavor Text

Unflavored

Energy Drink Zombie
PropertiesStatistics

Yummy Zombie
Rare

Sun Cost: 5
Charges: 1
Damage: 500
Delay: 4

Description

Hurt Rush: This zombie's Delay drops by 2. This zombie moves 3 places forward in line.

Flavor Text

Unflavored

Line Cutter Zombie
PropertiesStatistics

Zombie
Rare

Sun Cost: 5
Charges: 1
Damage: 200
Delay: 1

Description

Hurt Rush: This cuts to the front of the line and gains 200 Damage.

Flavor Text

Unflavored

Unsafe Zombie
PropertiesStatistics

Zombie
Epic

Sun Cost: 3
Charges: 1
Damage: 150
Delay: 1

Description

Play Rush: Do 10 Damage to two random friendly zombies. When a friendly zombie is destroyed, this gains 100 Damage.

Flavor Text

Unflavored

Patient Zombie
PropertiesStatistics

Zombie
Common

Sun Cost: 2
Charges: 1
Damage: 125
Delay: 1

Description

This is Immortal while it is second in line.

Flavor Text

Unflavored

Imp Barrel
PropertiesStatistics

Imp Zombie
Common

Sun Cost: 4
Charges: 1
Damage: 300
Delay: 3

Description

Hurt Rush: Draw a random Imp. Destroy Rush: Draw a random Imp.

Flavor Text

Unflavored

Tank Commander
PropertiesStatistics

Professional Zombie
Epic

Sun Cost: 8
Charges: 1
Damage: 300
Delay: 2

Description

Breach. This attacks here and next door. When this destroys a plant, this moves back and gains 50 Damage.

Flavor Text

Unflavored

Toxic Waste Imp
PropertiesStatistics

Imp Zombie
Epic

Sun Cost: 4
Charges: 1
Damage: 100
Delay: 1

Description

Hurt Rush: All Imps gain Deadly this turn. Destroy Rush: Destroy the plant in this column.

Flavor Text

Unflavored

Super-Fan Imp
PropertiesStatistics

Imp Zombie
Legendary

Sun Cost: 8
Charges: 1
Damage: 100
Delay: 1

Description

Play Rush: This gains 50 Damage for each friendly or enemy Imp. If there are at least 5 Imps, this gains an additional 300 Damage.

Flavor Text

Unflavored

Z7 Imp
PropertiesStatistics

Imp Tech Zombie
Rare

Sun Cost: 4
Charges: 1
Damage: 150
Delay: 1

Description

Play Rush: This advances 4 spaces if any Tech cards are here or next door. Give a card the Tech tribe.

Flavor Text

Unflavored

Imp Copter
PropertiesStatistics

Imp Tech Zombie
Legendary

Sun Cost: 6
Charges: 1
Damage: 300
Delay: 1

Description

Turn Rush 2: Do 300 Damage to the enemy Hero. Destroy Rush: Do 300 Damage to the enemy Hero.

Flavor Text

Unflavored

Mecha Gargantuar
PropertiesStatistics

Imp Tech Zombie
Epic

Sun Cost: 8
Charges: 1
Damage: 550
Delay: 3

Description

Play Rush: Shuffle three Tech Imps into your deck. All friendly Tech zombies have delay dropped by 2.

Flavor Text

Unflavored

Rocket Scientist Zombie
PropertiesStatistics

Tech Zombie
Rare

Sun Cost: 5
Charges: 1
Damage: 200
Delay: 1

Description

When a Tech card is played, a friendly Tech zombie's delay is lowered by 1.

Flavor Text

{{{flavor text}}}

Funky Zombie
PropertiesStatistics

Party Zombie
Epic

Sun Cost: 3
Charges: 1
Damage: 150
Delay: 1

Description

Turn Rush: This gains 30 Damage for each Party card. Play Rush: Gain a Backup Dancer. Turn Rush: Gain a Backup Dancer.

Flavor Text

Unflavored

Z-Mech
PropertiesStatistics

Party Zombie
Legendary

Sun Cost: 10
Charges: 1
Damage: 250
Delay: 1

Description

When a Tech card is played, do 200 damage to all enemy zombies. Destroy Rush: Do 500 Damage to enemies surrounding this card.

Flavor Text

Unflavored

Robo-Cone Zombie
PropertiesStatistics

Professional Tech Zombie
Rare

Sun Cost: 6
Charges: 1
Damage: 300
Delay: 2

Description

Play Rush: Choose a plant. That plant can only attack this zombie until this is destroyed. Hurt Rush: Draw a Professional or Tech card.

Flavor Text

Unflavored

Flag Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 2
Charges: 1
Damage: 150
Delay: 1

Description

All zombies cost 1 less. Hurt Rush: Draw a card.

Flavor Text

Unflavored

Whiteboard Zombie
PropertiesStatistics

Professional Zombie
Rare

Sun Cost: 5
Charges: 1
Damage: 250
Delay: 1

Description

Professional zombies cost 2 less. Hurt Rush: Draw a Professional card. If it's a Trick, draw another card.

Flavor Text

Unflavored

ZCorp Consultant
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 4
Charges: 1
Damage: 200
Delay: 1

Description

Play Rush: Bounce another Professional zombie. It gains 200 Damage.

Flavor Text

Unflavored

ZCorp Chair Racer
PropertiesStatistics

Professional Zombie
Epic

Sun Cost: 7
Charges: 1
Damage: 325
Delay: 2

Description

Play Rush: This moves forward twice. If this touches a zombie, move forward twice more and draw a Professional.

Flavor Text

Unflavored

Gamer Zombie
PropertiesStatistics

Zombie
Rare

Sun Cost: 1
Charges: 1
Damage: 40
Delay: 1

Description

Destroy Rush: This becomes an Angry Gamer Zombie.

Flavor Text

Unflavored

Angry Gamer Zombie
PropertiesStatistics

Zombie
Token

Sun Cost: 5
Charges: 1
Damage: 200
Delay: 1

Description

Turn Rush: This gains 200 Damage. Destroy Rush: Draw two Tech cards.

Flavor Text

Unflavored

ZCorp Snack Packer
PropertiesStatistics

Professional Yummy Zombie
Epic

Sun Cost: 6
Charges: 1
Damage: 200
Delay: 1

Description

When a Yummy card is played, all Professionals gain 60 Damage. When a Professional card is played, all Yummy Cards in your hand cost 1 less. Destroy Rush: Draw a Professional and a Yummy card.

Flavor Text

Unflavored

Monolith
PropertiesStatistics

Zombie
Legendary

Sun Cost: 10
Charges: 1
Damage: 300
Delay: 4

Description

Play Rush: Destroy all cards in your hand. For each card destroyed, this gains 300 Damage.

Flavor Text

Unflavored

Automatic Turkey Cooker
PropertiesStatistics

Yummy Tech Zombie
Epic

Sun Cost: 8
Charges: 1
Damage: 400
Delay: 3

Description

When a Yummy card is played, draw a Tech card. When a Tech card is played, draw a Yummy card. Destroy Rush: Heal adjacent friendly zombies for 250.

Flavor Text

Unflavored

Downtrodden Legionary
PropertiesStatistics

Zombie
Common

Sun Cost: 4
Charges: 1
Damage: 200
Delay: 1

Description

Hurt Rush: This gains 200 Damage and moves forward a tile.

Flavor Text

Unflavored

Cream Pie Imp
PropertiesStatistics

Yummy Imp Zombie
Rare

Sun Cost: 5
Charges: 2
Damage: 80
Delay: 1

Description

Play Rush: Stun an enemy plant and do 10 Damage to it. For each friendly or enemy Imp, this does 30 more Damage. If there are 7 or more Imps, the Stun lasts an extra turn.

Flavor Text

Unflavored

Smoothie Shaker Zombie
PropertiesStatistics

Yummy Zombie
Epic

Sun Cost: 5
Charges: 1
Damage: 350
Delay: 1

Description

Hurt Rush: Gain a random Smoothie.

Flavor Text

Unflavored

Damage Smoothie
PropertiesStatistics

Yummy Trick
Token

Sun Cost: 2

Description

Give a plant or zombie 100 more Damage.

Flavor Text

Unflavored

Stally Smoothie
PropertiesStatistics

Yummy Trick
Token

Sun Cost: 1

Description

Freeze a plant or zombie.

Flavor Text

Unflavored

Explosive Smoothie
PropertiesStatistics

Yummy Trick
Token

Sun Cost: 1

Description

The zombie given this Trick is given "Destroy Rush: Deal 150 Damage around this card".

Flavor Text

Unflavored

Fruit Smoothie
PropertiesStatistics

Yummy Trick
Token

Sun Cost: 2

Description

A plant has doubled Damage this turn.

Flavor Text

Unflavored

Yeti King Zombie
PropertiesStatistics

Zombie
Legendary

Sun Cost: 10
Charges: 1
Damage: 350
Delay: 3

Description

Play Rush: Freeze all enemy plants and zombies. For each enemy frozen this game, this gains 50 Damage. Attack Rush: Freeze the target for a turn.

Flavor Text

Unflavored

ZCorp Pinhead
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 3
Charges: 1
Damage: 175
Delay: 1

Description

When an enemy plant hurts a friendly Professional zombie, Stun that plant.

Flavor Text

Unflavored

Moto-X Star
PropertiesStatistics

Zombie
Common

Sun Cost: 5
Charges: 1
Damage: 300
Delay: 1

Description

Breach. Plants this attacks are Stunned for the next turn.

Flavor Text

Unflavored

Calamity Cone Zombie
PropertiesStatistics

Tech Zombie
Legendary

Sun Cost: 7
Charges: 1
Damage: 350
Delay: 1

Description

Breach. This attacks here and next door. Attack Rush: This attacks instantly. Destroy Rush: Draw a Pylon Pilot Zombie.

Flavor Text

Unflavored

Pylon Pilot Zombie
PropertiesStatistics

Tech Zombie
Token

Sun Cost: 1
Charges: 1
Damage: 150
Delay: 1

Description

Play Rush: Shuffle a Calamity Cone Zombie into your deck. Destroy Rush: Tech cards in your hand cost 1 less.

Flavor Text

Unflavored

Babysitter Zombie
PropertiesStatistics

Professional Zombie
Epic

Sun Cost: 6
Charges: 1
Damage: 200
Delay: 3

Description

When an Imp is played, this gains 50 Damage. When an Imp is destroyed, this card's Delay drops by 1. Destroy Rush: Summon a random Imp.

Flavor Text

Unflavored

Landscaper Zombie
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 3
Charges: 1
Damage: 175
Delay: 1

Description

Play Rush: Stun an enemy plant. Do 50 Damage to it if it's a Flower.

Flavor Text

Unflavored

Fisherman Zombie
PropertiesStatistics

Professional Yummy Zombie
Epic

Sun Cost: 4
Charges: 1
Damage: 250
Delay: 3

Description

Play Rush: Move all enemy plants one lane to the left. Bounce any plants that were on column 1.

Flavor Text

Unflavored

Zombie Middle Manager
PropertiesStatistics

Professional Zombie
Common

Sun Cost: 2
Charges: 1
Damage: 150
Delay: 1

Description

When a Professional is hurt, draw a card. When a Professional is destroyed, shuffle a Professional into your deck.

Flavor Text

Unflavored

Zombie Upper Management
PropertiesStatistics

Professional Zombie
Rare

Sun Cost: 4
Charges: 1
Damage: 200
Delay: 1

Description

Play Rush: Do 10 Damage to another friendly zombie. When a friendly Professional is hurt, this gains 80 Damage.

Flavor Text

Unflavored

Firefighter Zombie
PropertiesStatistics

Professional Zombie
Rare

Sun Cost: 3
Charges: 1
Damage: 225
Delay: 2

Description

When a Professional is hurt, move them forward a space. When a Professional is destroyed, bounce them instead.

Flavor Text

Unflavored

Team Mascot Imp
PropertiesStatistics

Professional Imp Zombie
Common

Sun Cost: 3
Charges: 1
Damage: 150
Delay: 1

Description

Turn Rush 2: Friendly Professionals gain 50 Damage.

Flavor Text

Unflavored

Gigantic Conehead Zombie
PropertiesStatistics

Professional Zombie
Legendary

Sun Cost: 8
Charges: 1
Damage: 350
Delay: 2

Description

When a friendly Professional is hurt, gain a Conehead Zombie. Turn Rush: All Conehead Zombies in your hand cost 1 less. All Conehead Zombies on the board gain 100 damage. The first Conehead Zombie in line gains Deadly.

Flavor Text

Unflavored

Monkey Businessman
PropertiesStatistics

Professional Pet Zombie
Rare

Sun Cost: 2
Charges: 1
Damage: 100
Delay: 1

Description

Play Rush: If there is a Pet next door, steal one of the opponent's cards at random. If there are Pets in both places next door, that card costs 1 less.

Flavor Text

Unflavored

Imposter
PropertiesStatistics

Imp Zombie
Common

Sun Cost: 1
Charges: 2
Damage: 50
Delay: 3

Description

Breach. Destroy Rush: This becomes a random Imp that costs 2 or less.

Flavor Text

Unflavored

Imp Drill
PropertiesStatistics

Imp Tech Zombie
Epic

Sun Cost: 7
Charges: 1
Damage: 300
Delay: 3

Description

Play Rush: Fill all places behind this with Imps that cost 3 or less. Destroy Rush: Do 100 damage to the enemy Hero for each friendly Imp. Draw three random Imps that cost 4 or less and they cost 0.

Flavor Text

Unflavored

Imp Bomber
PropertiesStatistics

Imp Zombie
Common

Sun Cost: 3
Charges: 1
Damage:
Delay:

Description

Breach. This attacks here and next door. When this does damage, draw a card. If it's an Imp, it costs 1 less.

Flavor Text

Unflavored

Flourish
PropertiesStatistics

Flower Trick
Common

Sun Cost: 2

Description

Draw 3 cards.

Flavor Text

Unflavored

Brainstorm
PropertiesStatistics

Yummy Trick
Common

Sun Cost: 3

Description

Draw 4 cards.

Flavor Text

Unflavored

Pirate's Booty
PropertiesStatistics

Trick
Rare

Sun Cost: 5

Description

Draw 2 cards. Draw another card for each friendly plant on the board.

Flavor Text

Unflavored

Greedy Gloves
PropertiesStatistics

Trick
Rare

Sun Cost: 2

Description

Choose an enemy plant or zombie and draw a copy of it.

Flavor Text

Unflavored

Lurch for Lunch
PropertiesStatistics

Yummy Trick
Common

Sun Cost: 2

Description

Reduces Delay on a friendly zombie by 1.

Flavor Text

Unflavored

Mass Feast
PropertiesStatistics

Yummy Trick
Common

Sun Cost: 7

Description

Reduces Delay on all friendly zombies by 1.

Flavor Text

Unflavored

Gold Bloom
PropertiesStatistics

Flower Trick
Common

Sun Cost: 0

Description

Gain +2 sun.

Flavor Text

Unflavored

Gold Leaf
PropertiesStatistics

Trick
Common

Sun Cost: 1

Description

Gain +4 sun in two turns.

Flavor Text

Unflavored

Arrow Storm
PropertiesStatistics

Trick
Common

Sun Cost: 3

Description

Do 40 damage to all of the enemy zombies.

Flavor Text

Unflavored

Escape Through Time
PropertiesStatistics

Trick
Common

Sun Cost: 3

Description

A zombie becomes Immortal for a turn.

Flavor Text

Unflavored

Rally
PropertiesStatistics

Trick
Common

Sun Cost: 2

Description

All of the zombies get +25 Damage.

Flavor Text

Unflavored

Picnic Basket
PropertiesStatistics

Yummy Trick
Rare

Sun Cost: 3

Description

Heals friendly Hero for 500 Health after 3 turns.

Flavor Text

Unflavored

Camel Crossing
PropertiesStatistics

Trick
Epic

Sun Cost: 4

Description

Heals friendly Hero for 20 stacking Health every turn for the rest of the game.

Flavor Text

Unflavored

Anvil
PropertiesStatistics

Trick
Common

Sun Cost: 4

Description

Do 200 damage to an enemy zombie.

Flavor Text

Unflavored

Flamin' Fireball
PropertiesStatistics

Trick
Common

Sun Cost: 7

Description

Do 400 damage to an enemy zombie.

Flavor Text

Unflavored

Acid Rain
PropertiesStatistics

Trick
Rare

Sun Cost: 3

Description

Do 150 damage to 2 random enemy zombies.

Flavor Text

Unflavored

Spring Bean
PropertiesStatistics

Trick
Common

Sun Cost: 3

Description

Bounce an enemy plant or zombie.

Flavor Text

Unflavored

Chard Guard
PropertiesStatistics

Trick
Rare

Sun Cost: 5

Description

Bounce the first two zombies in line.

Flavor Text

Unflavored

Iceberg Lettuce
PropertiesStatistics

Trick
Common

Sun Cost: 1

Description

Freeze a zombie for a turn.

Flavor Text

Unflavored

Cloak
PropertiesStatistics

Trick
Common

Sun Cost: 2

Description

Turn a friendly plant or zombie invisible for a turn.

Flavor Text

Unflavored

Root Tangler
PropertiesStatistics

Trick
Rare

Sun Cost: 3

Description

Turn a friendly or enemy zombie invisible for 3 turns.

Flavor Text

Unflavored

Thyme Warp
PropertiesStatistics

Trick
Epic

Sun Cost: 3

Description

Undo all moves you've made this turn. Heal your Hero for 40 for each move undone.

Flavor Text

Unflavored

Healing Burger
PropertiesStatistics

Yummy Trick
Rare

Sun Cost: 3

Description

Heal your Hero for 100 health.

Flavor Text

Unflavored

Greater Taco
PropertiesStatistics

Yummy Trick
Rare

Sun Cost: 4

Description

Heal your Hero for 50 health for each enemy zombie.

Flavor Text

Unflavored

Overgrowth
PropertiesStatistics

Trick
Common

Sun Cost: 2

Description

Increases a friendly plant's Ammo by 1.

Flavor Text

Unflavored

Super Rush Hour
PropertiesStatistics

Professional Trick
Epic

Sun Cost: 9

Description

The first row of friendly zombies attacks immediately.

Flavor Text

Unflavored

Imp Parade
PropertiesStatistics

Imp Trick
Rare

Sun Cost: 3

Description

Summon an Imp for each friendly plant.

Flavor Text

Unflavored

Impfestation
PropertiesStatistics

Imp Pet Trick
Rare

Sun Cost: 4

Description

Summon a Skunk Imp for each card in hand.

Flavor Text

Unflavored

Wicked Juice
PropertiesStatistics

Yummy Trick
Rare

Sun Cost: 3

Description

A friendly zombie gets +40 Damage for each card in hand.

Flavor Text

Unflavored

Snare Drum
PropertiesStatistics

{{{tribes}}}
Rare
Party Trick

Sun Cost: 3

Description

Destroy a friendly zombie. Give its Damage to another zombie.

Flavor Text

Unflavored

Pod Racing
PropertiesStatistics

Peashooter Trick
Common

Sun Cost: 4

Description

A Peashooter gains 100 Damage. All other Peashooters gain 50 Damage.

Flavor Text

Unflavored

Shell Savings
PropertiesStatistics

Trick
Common

Sun Cost: 4

Description

For each card in hand, the most expensive card in your hand costs 1 sun less.

Flavor Text

Unflavored

Rolling Stone
PropertiesStatistics

Trick
Common

Sun Cost: 2

Description

Destroy an enemy plant with 40 Damage or less.

Flavor Text

Unflavored

Rocket Science
PropertiesStatistics

Tech Trick
Common

Sun Cost: 4

Description

Destroy an enemy plant with 100 Damage or more.

Flavor Text

Unflavored

Target Focus
PropertiesStatistics

Trick
Rare

Sun Cost: 2

Description

A zombie gains 30 Damage and Breach.

Flavor Text

Unflavored

Taunt
PropertiesStatistics

Trick
Common

Sun Cost: 1

Description

An enemy zombie gains Breach.

Flavor Text

Unflavored

Sow Magic Beans
PropertiesStatistics

Trick
Epic

Sun Cost: 2

Description

Shuffle five Magic Beanstalks into your deck.

Flavor Text

Unflavored

Magic Beanstalk
PropertiesStatistics

Trick
Token

Sun Cost: 1

Description

Draw three cards.

Flavor Text

Unflavored

Quick Swap
PropertiesStatistics

Trick
Common

Sun Cost: 1

Description

Swap the places of two friendly zombies.

Flavor Text

Unflavored

Team Swap Glitch
PropertiesStatistics

Trick
Common

Sun Cost: 3

Description

Swap the places of a friendly and enemy zombie.

Flavor Text

Unflavored

Hypno-shroom
PropertiesStatistics

Trick
Rare

Sun Cost: 3

Description

Choose an enemy zombie. It will attack its own hero instead of yours for the next turn.

Flavor Text

Unflavored

Cork
PropertiesStatistics

Trick
Common

Sun Cost: 2

Description

Stun an enemy plant or zombie. Draw a card.

Flavor Text

Unflavored

Mirrorball
PropertiesStatistics

Party Trick
Epic

Sun Cost: 7

Description

Transform all Backup Dancers into Disco Zombies. Then, all Disco Zombies have their Delay set to 1 and gain 300 Damage.

Flavor Text

Unflavored

Imp Curse
PropertiesStatistics

Imp Trick
Epic

Sun Cost: 9

Description

Transform all enemy zombies into Imps.

Flavor Text

Unflavored

Angry Ball
PropertiesStatistics

Trick
Rare

Sun Cost: 3

Description

Do 20 Damage to a zombie. For each open space in their line, do 80 more Damage.

Flavor Text

Unflavored

Zen Garden
PropertiesStatistics

Trick
Rare

Sun Cost: 2

Description

Stun 3 plants of choice this turn. They gain 150 Damage afterwards.

Flavor Text

Unflavored

Imp in a Bottle
PropertiesStatistics

Imp Trick
Rare

Sun Cost: 2

Description

For the rest of the turn, gain a random Imp when anything is destroyed.

Flavor Text

Unflavored

Playground
PropertiesStatistics

Imp Trick
Rare

Sun Cost: 5

Description

Summon 5 Imps that cost 2 or less.

Flavor Text

Unflavored

Bad Moon Rising
PropertiesStatistics

Trick
Legendary

Sun Cost: 10

Description

Transform all friendly zombies into random zombies that cost 7 or more.

Flavor Text

Unflavored

Plants vs. Zombies Hypercards: Battle for Clashtown (2024)
Top Articles
Latest Posts
Article information

Author: Horacio Brakus JD

Last Updated:

Views: 5312

Rating: 4 / 5 (51 voted)

Reviews: 82% of readers found this page helpful

Author information

Name: Horacio Brakus JD

Birthday: 1999-08-21

Address: Apt. 524 43384 Minnie Prairie, South Edda, MA 62804

Phone: +5931039998219

Job: Sales Strategist

Hobby: Sculling, Kitesurfing, Orienteering, Painting, Computer programming, Creative writing, Scuba diving

Introduction: My name is Horacio Brakus JD, I am a lively, splendid, jolly, vivacious, vast, cheerful, agreeable person who loves writing and wants to share my knowledge and understanding with you.