User blog comment:PeaVZ108/If IaLR Characters were PvZH heroes/@comment-24953048-20180803161128

Oooh, this is interesting indeed. Though, I think we have had an earlier interpretation, but with non-heroes (I think). Regardless.

I provide to you - 3 good, 2 neutral, and 1 evil. Have fun.

 GOOD 

Neptune

"Let's get ready to rumbleee!"

Smarty/Kabloom


 * Superpowers:
 * Chillblade Cut (Trick)
 * All enemy plants/zombies are frozen. If any of them have no abilities, they are destroyed instead.
 * Warning - notably dangerous.
 * Smarty.
 * Virtual Prison (Environment)
 * Any enemy plants/zombies here loses their traits. At the start of the turn, all plants/zombies here are sent back to the owner's hand(s).
 * Randomly generated mazes, oh boy!
 * Smarty.
 * Digital Deterioration (Trick)
 * A plant/zombie you have on your side gains Hero Strike this turn. At the end of the turn this card is used, the effected plant/zombie is destroyed.
 * Sacrifices must be made for the best result.
 * Kabloom.
 * Signature:
 * Heart Burn - Purple (Trick)
 * Draw 1 card for each plant/zombie your enemy has on the field. Then, deal 1 damage for each card you drew to all plants/zombies your enemy has 'and' their hero.
 * Gonna Nep you black and blue.
 * Smarty/Kabloom.

Ib

"...You wouldn't hurt a kid, would you?"

MegaGrow/Solar


 * Superpowers:
 * Draining Seed (Trick):
 * Target any plant/zombie on the field. Their stats are returned to their base levels.
 * Life draining has never been too harmless.
 * Solar.
 * Power Burner (Environment):
 * At the start of each turn, any plant here with 3 or less attack gains Herostrike and Double Strike.
 * Gotta learn some things while burning.
 * Mega-Grow.
 * Painting of Art's Past (Plant - flower tribe, 1 cost, 3/4)
 * When played, you gain 4 health and then heal 4 health.
 * When this is destroyed, it is summoned to your opponent's field instead of leaving the field, and when it does, a random plant/zombie in their hand loses 2/2 points.
 * Ancient art always sells as creepy...
 * Solar.
 * Signature:
 * Burning Botanical (Trick)
 * Evolve a plant on your field into a random 7-cost or higher plant. When that plant has evolved, one zombie or the enemy hero takes damage equal to the difference in the health of the two heroes.
 * A blossoming party - right before your eyes.
 * Mega-Grow/Solar

Beta

"Listen buddy, keep this between you and me. You're dead."

Guardian/Smarty


 * Superpowers:
 * Ink Storm (Trick):
 * An ally plant/zombie or a zombie on your side of the field gets Shield for this turn. If it is attacked during this turn, each time it is attacked, it gains 3 health per attacker.
 * It's raining ink!
 * Guardian.
 * Octocopter (Zombie - Amphibious, Overshoot 3, professional tribe, 1 cost, 3/2):
 * No special ability.
 * How's the weather up there?
 * Smarty.
 * The Kraken (Zombie - Amphibious, professional tribe, 1 cost, 5/1)
 * This can only be destroyed by card effect damage.
 * Release the Kraken! And all the other monsters!
 * Smarty
 * Signature:
 * Splashdown (Trick)
 * Destroy all Environment cards on the field, and all plants/zombies on them. Then, for each environment destroyed, all cards in your hand lose 1 cost per card.
 * This is what happens when Turf War goes too far.
 * Guardian/Smarty

 NEUTRAL 

(TBA)