Fanon:DCoW Heroes

DCoW Heroes is a Diep.io-based Card Game that uses the format of iOS game, PvZ Heroes and translates it into Diep.io and messes with the mechanics a bit.

''Note: More cards are always being added. This page is NOT finished and probably won't ever be.''

Types
Just like in PvZ Heroes, there are 'Types' of cards. Type determines what Heroes can play what cards. Each Hero has two Types of cards they can put into their 40 card deck. The four types are:


 * Mega: Mega Cards focus on getting stronger as the game continues, and buffing what you've already played.
 * Sneaky: Sneaky Cards are dangerous but risky. They have a knack for being invisible, moving around to avoid combat, and being generally a pain.
 * Guardian: Guardian Cards are powerful on defense, and work well to keep everyone alive. They can group up with another card in a lane for double power, and can take quite the brunt of pain.
 * Arcane: Arcane Cards are unique. They hold many Drones, Tricks, and Cult tanks beneath the category that can fill up and amass a huge army quickly if not handled fast.

Heroes
Now that we have the Types out of the way, let's look at the Heroes. Heroes can have two Types of cards in their decks, and cannot use cards of other Types. Some Heroes are better for certain decks than others. Every Hero in DCoW Heroes is a prominent user on the wikia.


 * ZathusTheMageV: Sneaky and Arcane.
 * Teamerz: Sneaky and Mega.
 * BeniTehCobCannon: Mega and Guardian.
 * Chapsteck: Guardian and Sneaky.
 * ItsNoobWikia: Mega and Arcane.
 * Graviatar: Guardian and Arcane.

Cards
Cards are strange. There are four card rarities, and each card has three stats: Health, Attack, and Cost (By the way, cost is measured in Tankit, kind of like Mana is in Hearthstone, etc.). Each card also falls under one of the four Types.

Cards are also divided into 'Tribes'. Don't think two much of Tribes. They basically determine what Cards can do what to each other. Say a card 'Gives +1 Attack to all Polygon cards', then all ally cards in the Polygon Tribe get +1 Attack, stuff like that.

Cards also can have special effects, listed on them. Some cards may do a Bonus Attack when placed, or maybe they have 'Strikethrough'. I will go over what all of this means eventually.

There can be 40 cards in a deck, no more no less. You can have up to four copies of each card in your deck, no more than that.

Lanes and the Playing Field
The playing field is made up of five lanes. Unlike PvZ Heroes, all lanes are the same (in PvZ Heroes, the first lane is 'high ground', and the fifth lane is the 'water lane'. We won't do that here). When the Battle Phase initiates, the battle will go from left to right (Tanks in the first lane attack first, and it goes right from there). That's really all there is to it. One Unit Card can be placed per lane, unless a Card has the 'Team Up' effect, in which another card can be placed in the same lane as it.

Card Specials
Some cards have specific specialties. Here are the general ones not specific to any one card.


 * Strikethrough: Cards with Strikethrough hit all Units in the lane, and the Hero themselves for the Attack of the unit with Strikethrough.
 * Team Up: Units with Team Up can be placed in a lane regardless if there's another unit there. Likewise, units without Team Up can be placed into a lane if there is a Unit with Team Up already there. It allows you to get more cards down at once, and allows some cards to defend others.
 * Bullseye: Units with this ability do NOT charge the Enemy Hero's Block Meter when they hit. (We'll get into Block Meters in a bit)
 * Anti-Hero: When there is no enemy unit in the lane, and this Unit can hit the Enemy Hero directly, they're Attack increases by the listed amount of Anti-Hero they have. If the enemy does play a Unit here, the card with Anti-Hero's attack goes back down. Basically, if it can attack the enemy hero directly, it does more damage to them.
 * Armored: Decreases damage taken by the listed amount. Say a card has Armored 1, and an enemy with 1 Attack tries to attack it. The card with Armored 1 takes 0 damage, because at least 2 damage is needed to get passed the Armored 1 effect. Armored can be any value, not just 1.

Other Terminology is listed here:


 * Bonus Attack: When a card does a second attack before or after the Battle Phase. Bonus Attacks after combat will not occur if the unit that does a Bonus Attack after combat dies from the combat.
 * Paralyzed: The unit that is Paralyzed will not attack next combat phase.
 * Bounce: To bounce means to return the card to the person who played it's hand.

Block Meters
Every time a Hero gets hit, they're Block Meter charges by an amount. Once the Block Meter reaches eight, the Hero takes no damage from the attack that made it reach 8, and it resets to 0. How much the Block Meter charges is determined by the intensity of the attack.


 * Being hit for 1-2 damage will make it go up by 1.
 * Being hit for 3-4 damage will make it go up by 2.
 * Being hit for 5+ damage will make it go up by 3.
 * Being hit by a unit with Bullseye will make it not go up at all.

This is unlike PvZ Heroes, where every attack raises it a random amount between 1-3. I figured my system was more fair and not RNG deciding who wins.

Tribes
I said not to worry about Tribes, but here I go more in-depth. Tribes are not as determinative as Types are. Tribes just list WHAT a card is, and basically, what works together well. They are listed below. A card can have two Tribes, but Tricks can have 3, because 'Trick' is considered a Tribe, not just a card denomination.

All Tribes: Tank, Polygon, Drone, Cult, and Trick.

Tanks are usually spread between all of them, as well as Drones. Polygons are mainly Guardian, and Cult is mainly Arcane. Tricks are pretty spontaneous.

Tricks and Card Denominations
There are two card denominations: Unit Cards, and Trick Cards.

-Unit Cards are basically a playable unit. They have Health, Attack, and Cost, and can be killed. Played in lanes, and can have up to two Tribes.

-Tricks are like 'Spells'. They are used, but are not a Unit themselves. They trigger an EFFECT when played. Some Tricks may SPAWN Units, but is not a Unit itself. Take the 'Wormhole' card for example. It triggers an effect that kills an enemy card of the user's choice with 3 Attack or more. Tricks can have three Tribes, as Trick itself is considered a Tribe, so its the usual 'up to 2' of a regular Unit Card, but +1 since Trick is always a Tribe of a Trick card.

Card Layout
Cards are landscape rectangles. The Cost is in a box on the top right, the Health is in a heart on the bottom left, and the Attack is in a circle on the bottom right. A picture of the unit is in the middle. The symbol of the Attack thing changes depending on effects. If the unit has Strikethrough, instead of a circle, it is a cyan arrow with the number in it. If it has Bullseye, the symbol is a green scope with the number in it. If the unit has Anti-Hero, it is a purple sword with the number in it.

Trick cards are shaped like ovals instead of rectangles, and have the cost in the top-right and the image in the middle.

For both cards denominations, effects are not shown anywhere on the actual cards, for clarity, just like in PvZ Heroes. When 'Appearance' comes up on the cards in the Cards section, that means the appearance on the cards themselves. Trick Cards will only be told apart from Units by having the Trick Tribe, so look out for that.

Battle Phases
There are four phases: Player 1 Units, Player 2, Player 1 Tricks, Combat.

Player 1 can only play Units to start. Then Player 2 goes, and they can play Units and Tricks. Then Player 1 can play Tricks after to counter what Player 2 did reactively.

What use of Tricks does Player 1 have if Player 2 hasn't done anything yet. BASICALLY, PvZ Heroes does this, and it works fine, so... yeah.

Rarity
And lastly, card rarity. There are four card rarities, and all they really do is determine how rare the card is to come across. Its also how 'special' and powerful they are and/or can be.

Common, Rare, Epic, and Legendary. (There are no Legendary cards yet, and they will all be added at the same time together).

Now that that's all out of the way, let's get into the meat and potatoes... the CARDS.

Basic Tank

 * Health: 2
 * Attack 1
 * Cost: 1
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Basic Tank looking up and to the right.

Twin

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: When played, does a Bonus Attack.
 * Rarity: Common.
 * Appearance: A Twin tank looking to the top-right.

Machine Gun

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Shots hit in the lane it's in, and the lanes to the left and right.
 * Rarity: Common.
 * Appearance: A Machine Gun looking to the top-right.

Smasher

 * Health: 2
 * Attack: 2
 * Cost: 2
 * Tribe: Tank
 * Specials: Only attacks when damaged or killed.
 * Rarity: Common.
 * Appearance: A Smasher tank.

Wormhole

 * Tribe: Trick
 * Effect: Destroy a selected enemy with 3 or more Attack.
 * Cost: 3
 * Rarity: Common.

Ravager

 * Health: 6
 * Attack: 0
 * Cost: 3
 * Tribe: Tank
 * Specials: Gets +2 Attack every time it's hit.
 * Rarity: Rare.
 * Appearance: A tank with two arms curled in front of it, sleeping (it has closed eyes and z's above it). When awoken from the first attack it takes, it gets angry eyes and raises it's arms angrily.

Streamliner

 * Health: 4
 * Attack: 1
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, does 3 Bonus Attacks.
 * Rarity: Epic.
 * Appearance: A Streamliner tank facing to the top-right.

Teammate

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: At the start of each turn, all Mega Type cards get +1 Health and +1 Attack.
 * Rarity: Rare.
 * Appearance: A tank with tall open black ovals (representing eyes), left arm in front of it's bottom-front, and the right arm holding a flag.

Tri-Shot

 * Health: 5
 * Attack: 1
 * Cost: 5
 * Tribe: Tank
 * Specials: Attacks here, and the lanes next to it.
 * Rarity: Common.
 * Appearance: A Tri-Shot tank looking to the top-right.

Spike

 * Health: 2
 * Attack: 4
 * Cost: 3
 * Tribe: Tank
 * Specials: None.
 * Rarity: Rare.
 * Appearance: A Spike tank.

Show Host

 * Health: 1
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: Upon placement, all allies get +1 Health and +1 Attack.
 * Rarity: Common.
 * Appearance: A tank with a microphone held in front of it in one hand, and waving with the other. Has a Superman hair cut.

Sprayer

 * Health: 5
 * Attack: 2
 * Cost: 6
 * Tribe: Tank
 * Specials: When killed, do 2 damage in the lane it's in, and the lanes next door.
 * Rarity: Epic.
 * Appearance: A Sprayer tank, looking to the top-right.

Champion

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Gets +1 Health and +1 Attack each time an enemy unit enters the lane.
 * Rarity: Common.
 * Appearance: A tank with a helmet (and feather), and big buff looking arms flexing downward.

Viking

 * Health: 6
 * Attack: 0
 * Cost: 6
 * Tribe: Tank
 * Specials: Add up all enemy and ally's attack, and divide by two (rounded up). This tank gets that much Attack.
 * Rarity: Epic.
 * Appearance: A Tri-Angle, but the front barrel is replaced by a Lance. Also, a smaller tank shape is at its side with an axe blade.

Mini Master

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Drone, Tank
 * Specials: Gets +1 Health and +1 Attack each turn.
 * Rarity: Common.
 * Appearance: A mini Factory tank. Each turn, it gets 1 more Minion around it, adding effect while on the field.

Factory

 * Health: 4
 * Attack: 0
 * Cost: 5
 * Tribe: Drone, Tank
 * Specials: When played, turn two allies into 2/2 Minions.
 * Rarity: Rare.
 * Appearance: A Factory tank facing to the right, surrounded by four Minions.

Minion

 * Health: 2
 * Attack: 2
 * Cost: Token (Token cards cannot be collected as a card, only gotten on the field from other cards)
 * Tribe: Drone
 * Specials: When this hits an enemy, draw a card.
 * Rarity: Token.
 * Appearance: A Minion facing to the right.

Drone Fighter

 * Health: 1
 * Attack: 1
 * Cost: 3
 * Tribe: Drone
 * Specials: Gets +1 Health and +1 Attack when the enemy plays a card.
 * Rarity: Common.
 * Appearance: A Drone with a trapezoid on the back, and horns coming out of the sides leading into the point.

Satellite Cannon

 * Tribe: Trick
 * Effect: Deal 5 damage to an enemy unit.
 * Cost: 5.
 * Rarity: Common.

Pierce Cannon

 * Health: 1
 * Attack: 5
 * Cost: 4
 * Tribe: Tank
 * Specials: Strikethrough
 * Rarity: Common.
 * Appearance: A tank with a Hunter barrel, and two thinner barrels creeping up the side. Fires lasers.

Slasher

 * Health: 3
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: When this hits the Enemy Hero, deal 1 damage to all enemy units.
 * Rarity: Rare.
 * Appearance: An Auto 5, but each Auto Turret is replaced by an Auto Turret with a lance.

There aren't as many Mega cards yet as there are other Types, so expect a lot more to come.

Sniper

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Bullseye
 * Rarity: Common.
 * Appearance: A Sniper tank facing to the top-right.

Teleporter

 * Health: 1
 * Attack: 2
 * Cost: 1
 * Tribe: Tank
 * Specials: Anti-Hero 2. Moves into another lane before Combat begins.
 * Rarity: Common
 * Appearance: A Basic Tank with a long oval along the back, and an arrow symbol on top of it.

Copycat

 * Health: ?
 * Attack: ?
 * Cost: 3
 * Tribe: None.
 * Specials: Teleports in before combat. Becomes the last unit your enemy played.
 * Rarity: Epic.
 * Appearance: A circle with a purple question-mark on it. Then, in a flash of light, it becomes the last unit your enemy played.

Lancer

 * Health: 3
 * Attack: 3
 * Cost: 3
 * Tribe: Tank
 * Specials: None.
 * Rarity: Rare.
 * Appearance: A Lancer tank facing to the top-right.

Auto Trapper

 * Health: 4
 * Attack: 1
 * Cost: 4
 * Tribe: Drone, Tank (Traps are listed as Drones)
 * Specials: Place a Trap in this lane. Every attack is in a random lane. (Trap is a Guardian card, look below)
 * Rarity: Rare.
 * Appearance: An Auto Trapper tank looking to the top-right.

Landmine

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: Teleports in before combat.
 * Rarity: Rare.
 * Appearance: A Landmine tank with a cyan aura.

Vandal

 * Health: 5
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, your opponent loses 2 Tankit.
 * Rarity: Rare.
 * Appearance: A tank wearing a ninja mask and holding its pointer finger up in front of it. A shuriken is in it's other hand.

Voltage Gun

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: Does a Bonus Attack after combat. Shots Paralyze.
 * Rarity: Common.
 * Appearance: A Hunter with a lance coming out of the top barrel. A long-ways oval is on the back with a tube leading into the tank itself. A lightning bolt symbol is on the tank. The entire barrel set-up is sparking.

Ranger

 * Health: 5
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Bullseye. Anti-Hero 1.
 * Rarity: Common.
 * Appearance: A Ranger tank facing to the top-right.

Black Knight

 * Health: 4
 * Attack: 3
 * Cost: 5
 * Tribe: Drone, Tank
 * Specials: Kill the unit that killed it. Spawn a random Drone Tribe card here upon death. Card summoned cannot be any other Tribe except Drones, so no 'Drone and Tank' Tribe cards will spawn. Also has Armored 1.
 * Rarity: Epic.
 * Appearance: Kind of like the Wicked Prince, except the shield is replaced with a drone spawner, and the lance is replaced with a standard barrel.

Tri-Angle

 * Health: 2
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: Team Up. Every turn, this moves into another lane if possible.
 * Rarity: Common.
 * Appearance: A Tri-Angle tank facing to the top-right.

Stalker

 * Health: 3
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Teleports in before combat. Anti-Hero 2.
 * Rarity: Epic.
 * Appearance: A Stalker tank facing to the top-right.

Booster

 * Health: 2
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Upon death, deal 1 damage to all Tank Tribe enemies.
 * Rarity: Rare.
 * Appearance: A Booster tank facing to the top-right.

Solar Flare

 * Tribe: Trick
 * Effect: Paralyze all enemy tanks.
 * Cost: 6.
 * Rarity: Rare.

Griever

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: When played, move an enemy unit.
 * Rarity: Common.
 * Appearance: A Griever tank looking to the right.

The Octagon

 * Tribe: Cult Tank Trick
 * Effect: Deal 2 damage to all enemies.
 * Cost: 4.
 * Rarity: Rare.

Navigator

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: When played, draw a card.
 * Rarity: Common.
 * Appearance: A Navigator tank, looking to the top right.

Cartographer

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: When this does damage, draw a card.
 * Rarity: Rare.
 * Appearance: A Cartographer tank, looking to the top-right.

Lurker

 * Health: 5
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Strikethrough.
 * Rarity: Common.
 * Appearance: A Lurker tank, looking to the right.

Metalmorphosis

 * Tribe: Tank, Trick
 * Effect: Turn a Tank Tribe card into another random Tank Tribe card.
 * Cost: 4.
 * Rarity: Rare.

Gunner

 * Health: 4
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: Move this card every 2 turns.
 * Rarity: Common.
 * Appearance: A Gunner tank looking to the top-right.

Pirate

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: Everytime a Sneaky unit hits the enemy hero, draw a card.
 * Rarity: Rare.
 * Appearance: A tank with an eye patch, beard, pirate captain hat, and two arms. The left arm ends in a lance, and the right one is a barrel-less tank.

There will be more, just like Mega. I've noticed the lack of Tricks for all Types. More may be added in huge numbers next update.

Flank Guard

 * Health: 3
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Flank Guard tank facing to the right.

Yellow Square

 * Health: 4
 * Attack: 0
 * Cost: 1
 * Tribe: Polygon
 * Specials: Team Up.
 * Rarity: Common.
 * Appearance: A Yellow Square slightly rotated.

Red Triangle

 * Health: 5
 * Attack: 0
 * Cost: 3
 * Tribe: Polygon
 * Specials: Armored 1. Team Up.
 * Rarity: Rare.
 * Appearance: A Red Triangle, slightly rotated.

Blue Pentagon

 * Health: 10
 * Attack: 0
 * Cost: 5
 * Tribe: Polygon.
 * Specials: Team Up.
 * Rarity: Rare.
 * Appearance: A Blue Pentagon, slightly rotated.

Armored Tank

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Armored 1.
 * Rarity: Common.
 * Appearance: A tank with an arch of gray on the front half, to act sort of like armor.

Trapper

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Place a Trap in this lane, in front of it.
 * Rarity: Rare.
 * Appearance: A Trapper firing a Trap toward the top-right.

Trap

 * Health: 3
 * Attack: 0
 * Cost: Token
 * Tribe: Drone
 * Specials: When killed, do 2 damage in this lane.
 * Rarity: Token
 * Appearance: A Trap.

Trap Attack

 * Tribe: Drone, Trick
 * Effect: Place two Traps in one lane.
 * Cost: 3
 * Rarity: Common.

Destroyer

 * Health: 4
 * Attack: 5
 * Cost: 5
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Destroyer tank, facing to the top-right.

Hybrid

 * Health: 4
 * Attack: 5
 * Cost: 7
 * Tribe: Drone, Tank
 * Specials: When killed, make Drones in the lanes next door. (Drones are an Arcane card. Look below).
 * Rarity: Rare.
 * Appearance: A Hybrid facing to the top-right. Its two drones are by it, one on each side.

Annihilator

 * Health: 3
 * Attack: 6
 * Cost: 7
 * Tribe: Tank
 * Specials: Bounce this card at the end of the turn.
 * Rarity: Epic.
 * Appearance: An Annihilator tank, facing to the top-right.

Prince

 * Health: 4
 * Attack: 5
 * Cost: 7
 * Tribe: Tank
 * Specials: Armored 2
 * Rarity: Common.
 * Appearance: A golden tank with the visor of a helmet down over the middle of it. A blue feather sticks out of the top. There is a small tank with a lance connected on his right, and a small tank with a shield connected on its left.

Healer

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, heal one unit or your hero by 4.
 * Rarity: Rare.
 * Appearance: A Smasher with a white construction helmet, which has a red cross symbol on it.

Warrior

 * Health: 5
 * Attack: 1
 * Cost: 4
 * Tribe: Tank
 * Specials: When damaged, a random ally does a Bonus Attack.
 * Rarity: Epic.
 * Appearance: A Warrior facing to the top-right.

Protector

 * Health: 6
 * Attack: 1
 * Cost: 5
 * Tribe: Tank
 * Specials: Attacks only in the lanes next to it, not the one in front of it.
 * Rarity: Epic.
 * Appearance: A Protector tank.

Green Octagon

 * Tribe: Polygon, Trick
 * Effect: Heal all allies by 1.
 * Cost: 2.
 * Rarity: Common.

Polygoknight

 * Health: 1
 * Attack: 3
 * Cost: 2
 * Tribe: Polygon
 * Specials: Armored 3
 * Rarity: Common.
 * Appearance: A square with triangle shoulders that each have Gunner barrels.

Crashers

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Polygon
 * Specials: When a Polygon Tribe card dies, deal 1 damage to the attacker. Team Up.
 * Rarity: Common.
 * Appearance: Three Large Crashers in a line.

Guardian

 * Health: 10
 * Attack: 4
 * Cost: 8
 * Tribe: Polygon
 * Specials: Spawn a 'Crashers' card every turn if possible.
 * Rarity: Epic.
 * Appearance: A Guardian facing to the bottom-right, with three Crashers spewing out of the spawner.

Square Drone

 * Health: 2
 * Attack: 1
 * Cost: 1
 * Tribe: Drone, Polygon
 * Specials: When it attacks, it dies.
 * Rarity: Common.
 * Appearance: An orange Square flying toward the top-right.

Polyvenger

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Polygon
 * Specials: When a Polygon does damage, this card will do 2 damage to it as well.
 * Rarity: Rare.
 * Appearance: A circle with pentagon shoulders. These shoulders each have arms that end in circles, each with a lance.

Pentagon Warrior

 * Health: 5
 * Attack: 4
 * Cost: 5
 * Tribe: Polygon
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Pentagon with angry eyes. The right one has a scar. The left arm is a small Lancer, and the right arm is a circle with a rectangle that connects to another circle (which acts as an elbow). The rectangle coming out of that circle going inward is a barrel.

Polynado

 * Tribe: Polygon, Trick
 * Effect: Re-arrange all enemies and allies. Allies will not become enemies, and enemies will not become allies, but they will switch order on their respective sides.
 * Cost: 5.
 * Rarity: Rare.

Polygun

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Polygon
 * Specials: Each attack is in a random lane.
 * Rarity: Common.
 * Appearance: A Pentagon with a barrel sticking out of each side.

Apostle

 * Health: 4
 * Attack: 2
 * Cost: 5
 * Tribe: Cult, Tank
 * Specials: When played, all Cult Tribe units cannot go below 1 Health this turn.
 * Rarity: Rare.
 * Appearance: A tank with two angry eyes, an evil pointed crown, a cape, and two arms raised consumed in flames.

Pinner

 * Health: 4
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: Bullseye
 * Rarity: Common
 * Appearance: A Pinner tank facing to the top-right.

Dominator

 * Health: 10
 * Attack: 2
 * Cost: 8
 * Tribe: Tank
 * Specials: When killed, spawn a random 1-cost card here.
 * Rarity: Rare.
 * Appearance: A Destroyer Dominator looking to the top-right.

Drone Dominator

 * Health: 6
 * Attack: 0
 * Cost: 6
 * Tribe: Drone, Tank
 * Specials: When attacked, summon a Drone in this lane. Also has Team Up.
 * Rarity: Epic.
 * Appearance: An Overlord as a Dominator.

Puncher

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Drone
 * Specials: When damaged, hit 2x as hard to the enemy hero.
 * Rarity: Rare.
 * Appearance: A Puncher looking to the right.

I.T. Hertz

 * Health: 2
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: Gets +2 Health and +2 Attack every time an enemy is Paralyzed.
 * Rarity: Common.
 * Appearance: A tank with a plug-like set up on the front, connected. A half-circle of armor is on the diagonal-back-left, with two cords going outward and off the card.

Shocker

 * Health: 2
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: Shots Paralyze.
 * Rarity: Rare.
 * Appearance: A Machine Gun with two Gunner barrels coming up the side of the Machine Gun barrel. Lightning connects the two long thin barrels.

Fireball!

 * Tribe: Trick
 * Effect: Deal two damage.
 * Cost: 1
 * Rarity: Common.

Rally Man

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: All units cost 1 less Tankit to play while alive.
 * Rarity: Epic.
 * Appearance: A tank with two angry eyes, and a metal face mask. His arms are thrown into the air, and beacons rain from the sky onto them.

Overlord

 * Health: 5
 * Attack: 2
 * Cost: 6
 * Tribe: Drone, Tank
 * Specials: Summon a Drone into an open area every turn.
 * Rarity: Epic.
 * Appearance: An Overlord.

Drone

 * Health: 1
 * Attack: 1
 * Cost: Token
 * Tribe: Drone
 * Specials: Team Up.
 * Rarity: Token.
 * Appearance: A single Drone racing to the top-right.

Drone Swarm

 * Tribe: Drone, Trick
 * Effect: Summon three Drones in random open areas.
 * Cost: 3.
 * Rarity: Rare.

Drone Commander

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Drone
 * Specials: When a Drone Tribe card hits the enemy hero, it gets +1 Attack.
 * Rarity: Rare.
 * Appearance: A large purple Drone with the sergeant symbol on it.

Clone Drone

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Drone
 * Specials: When played, turn all ally units into Clone Drones.
 * Rarity: Epic.
 * Appearance: A Clone Drone splitting into two copies.

Laser

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Strikethrough
 * Rarity: Common
 * Appearance: A Lancer-like tank, but there's a ring around the barrel.

Mage

 * Health: 3
 * Attack: 3
 * Cost: 3
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Mage tank, facing forward.

Acolyte

 * Health: 4
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: When played, do 1 damage to ALL units.
 * Rarity: Rare.
 * Appearance: An Acolyte tank, surrounded in fireballs.

Pyromancer

 * Health: 4
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When an Arcane card takes damage, deal 2 damage to the enemy hero.
 * Rarity: Epic.
 * Appearance: A Pyromancer tank, facing downward.

Timestopper

 * Tribe: Trick
 * Effect: Paralyze an enemy unit.
 * Cost: 1
 * Rarity: Common.

Cultist

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Cult, Tank
 * Specials: Armored 1
 * Rarity: Common
 * Appearance: A tank with two arms consumed in fireballs. Has a cloak.

Crusader

 * Health: 4
 * Attack: 4
 * Cost: 6
 * Tribe: Cult, Tank
 * Specials: Armored 1
 * Rarity: Rare
 * Appearance: A smaller "The Tres Geminos".

Prophet

 * Health: 4
 * Attack: 0
 * Cost: 4
 * Tribe: Cult, Tank
 * Specials: At the start of each turn, turn one random unit into a Crusader.
 * Rarity: Epic.
 * Appearance: An Apostle without the cape.

Enchanter

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: All Cult tanks get +1 Health and +1 Attack each turn.
 * Rarity: Rare.
 * Appearance: A metal tank with angry eyes and three slits like a helmet on it for the visor. His left arm is down as his side, and the right one is held up with a magic wand.

Manager

 * Health: 3
 * Attack: 1
 * Cost: 4
 * Tribe: Drone, Tank
 * Specials: Teleports in before combat. Summons a Drone upon death.
 * Rarity: Rare.
 * Appearance: A Manager surrounded in Drones.

Caretaker

 * Health: 2
 * Attack: 0
 * Cost: 2
 * Tribe: Drone
 * Specials: All Drones get +1 attack every turn.
 * Rarity: Rare.
 * Appearance: A green Drone with a purple dot on it. Two faded drones are coming out behind it.

Necromancer

 * Health: 5
 * Attack: 2
 * Cost: 7
 * Tribe: Drone, Tank
 * Specials: When an ally Polygon Tribe unit dies, turn it into a Square Drone.
 * Rarity: Epic.
 * Appearance: A Necromancer facing to the top-left.

Bloodmage

 * Health: 5
 * Attack: 0
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: While in your hand, this gets +2 Attack for each ally that dies.
 * Rarity: Epic.
 * Appearance: A Bloodmage facing downward.

Firestarter

 * Health: 6
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: Every two turns, do 1 damage to all cards, including yours.
 * Rarity: Rare.
 * Appearance: Firestarter, facing to the top-right.

Stungun

 * Health: 2
 * Attack: 3
 * Cost: 4
 * Tribe: Polygon
 * Specials: When killed, Paralyze units in this lane, and the ones next door.
 * Rarity: Rare.
 * Appearance: A yellow Pentagon with a small barrel on it.

Tear of Panzer

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Cult, Drone
 * Specials: When killed, the user gets +1 Tankit next turn.
 * Rarity: Common.
 * Appearance: A single Tear of Panzer facing the top-right.

Predictor

 * Health: 3
 * Attack: 1
 * Cost: 4
 * Tribe: Drone
 * Specials: When this hits the enemy hero, do 2 damage to a random enemy.
 * Rarity: Epic.
 * Appearance: A Drone with a spawner-like barrel on each side, and an arrow symbol on top.

Insomniac

 * Health: 4
 * Attack: 2
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: Every turn, swap this unit's Health and Attack.
 * Rarity: Epic.
 * Appearance: An angry-eyed tank with black bags under those eyes. The left arm ends in a circle with a barrel, the right one is just a circle.

MORE TO COME

Trivia

 * One-hundred percent uses PvZ Heroes system. Like, not even denying it.
 * Some card's mechanics are copied, but a lot of these cards are unique.
 * My counterpart to Diep Cards.
 * There is a Legendary Card rarity, but all Legendary cards will be given a separate area and all be added at once in the future.
 * This page is not open to editing.
 * This was a bigger project than the Tank Database.