









Various Buffs to Bad Cards Because I'm Bored (Pt. 5)
Buff Explanations
Melon-Pult: Melon-Pult is currently in an awkward spot thanks to its direct competition against Snapdragon and how clearly worse it is. +2 health just doesn't at all compensate for the increase of cost by 1, leading to Snapdragon almost always winning over Melon-Pult.
By giving Melon-Pult a huge buff in stats but slightly nerfing the splash damage, Melon-Pult now no longer directly competes against Snapdragon and acts more like a well-statted plant with a minor benefit, similarly to Aloesaurus. This also makes Melon-Pult much better as a dry plant by being an on-curve threat that you can simply throw on the board to apply pressure or push the advantage.
Sap-Fling: Oh boy does Sap-Fling struggle against Smarty's much better 6-drops. Brainana and Winter Melon have much stronger abilities and even Tricorn is better by simply having tons of pure stats.
By buffing up Sap-Fling's stats to 7/5, it is now a slightly under-curve plant with a moderate ability, separating it from the strong abilities but weak bodies of Brainana and Winter Melon while also being a safer plant than Tricorn thanks to its immediate ability.
Morning Glory: A 1-cost 3/3 sounds nice, but for how late you get it into the game, it really leaves a lot to be desired. Simply increasing the buff to +2/+2 and making it activate when you've made only 5 sun should help Morning Glory's ability be much more impactful in the late-game.
Metal Petal: Metal Petal is simply outclassed by basically every sun-producer in the game. Even putting aside Metal Petal's awful stats, +1 sun on Turn 5 is simply proportionally less valuable than +1 sun on Turn 2. By buffing its stats to 3/6, it now acts as a safer but less rewarding ramp option with on-curve stats for the cost.
Torchwood: Torchwood is uniquely bad due to how it's entirely stuck to pea decks while still being terrible even there. It is exceptionally inflexible even as a synergy card since other cards dependent on synergy can at least attack or synergize with themselves.
Torchwood can now buff the strength of any non-Pea plant by +1, making it slightly more flexible and usable outside of Pea decks. Torchwood also gained an additional health point, making it slightly better at protecting the plants behind it as well and making it marginally better in both normal decks and Pea decks as well.
Tennis Champ: Its base stats of 1/1 are just awful and almost entirely undoes the benefit of its ability. You can very easily just ignore a Tennis Champ just because it'll become a useless block charger on the next turn. Giving it the Mini-Ninja treatment of increasing its stats to 2/1 but nerfing the buff to +2 should significantly help Tennis Champ, letting it be a consistent threat even after the first turn.
Space Pirate: Space Pirate's fragility and lack of a gravestone makes it too weak to take over Stealthy Imp. Raising its health to 3 but dropping its base strength to 2 and raising the Anti-Hero to 3 to compensate should at least make it a decent sidegrade to Stealthy Imp, trading the Gravestone for toughness and evasiveness.
Trapper Zombie: 3/3 stats and a weak environment are not worth 4-brains. Sneaky is already overcrowded with 3-cost gravestones, so a simple +1/+1 buff should do.
Medic: Medic's poor stats are just not worth the healing. Buffing it to 3/5 so it has on-par stats should make up for it. It also allows Medic to synergize with itself by healing other damaged Medics back up more consistently.
Trash Can Zombie: Trash Can's low strength makes it hard to meaningfully take advantage of its invincibility. Simply raising its strength to 3 should make it a sort of sticky zombie that can win a trade, block damage, then be buffed later.