Sphagnerodontes (PvZH)

Sphagnerodontes is a Smarty card, it has 3/2 and costs 3.
He has the trait Amphibious, and when he hurts the Zombie Hero, he will bounce itself but also add +2/+2 to its base stats which he will keep while in your hand and will be played with next time.
It is part of the Time Travels set, in the category Jurassic Marsh
==Origins and appearance==
He is based on the Sphagnum, a small species of moss growing in bogs since the Paleozoic, and the Sphaerodontes, a genus of ichthyosaurid that lived during the Late Jurassic in the seas of Cuba
He has the classical shape of an ichthyosaurid, but has leaves as a skin, and his flippers are large and yellowish leaves. He bears two small cute eyes, and will attack by swimming towards its target and then coming back to its place by swimming
==Statistics==
* Class: Smarty
* Tribe: Fossil Moss Plant
* Traits: 'Amphibious'
* Ability: When this hurts the Zombie Hero, bounce this and it gets +2/+2
* Set: Time Travels
* Category: Jurassic Marsh
===Card Description===
Dolphins are overrated
== Strategies ==
===With===
Altough vulnerable to removal, if you can get a clear lane where it is assured to hit on your opponent (which is made easier thanks to its Amphibious trait), it means you can easily get a 3 cost 5/4 in your hand for the next turn, which is worth the sun spent replaying it and gives you a strong statstick early on in the game, which you can easily use as a regular one, or you can play it again in order to hit the Zoombie Hero. If it manages to do so, it will bounce itself and get a boost, which can add up to another one if it had already received one, which means it can accumulate more and more stats until destroyed, as long as it can hit the Zombie Hero. Else, it has little to no potential for synergy but is a good damage dealer in almost any decks.
===Against===
Always be prepared for this card, whether it is by clogging the waterlane, by playing a card that forces him to react instead or by keeping a trick up your sleeve to remove it ; here, thanks to its low health, the Crazy class is the most adapted to destroy it before it can strike and boost itself. If it manages to do so anyway and safely returns to your opponent's hand, then you will have to face a massive statstick that can hit hard whatever the way it is used. But if he relies on it, your opponent becomes easily predictable, meaning you can prepare the board before his turn to stop it before it hits too hard. To do so, hard-removal or high-strength removal is adised, especially in the later turns, altough you can delay it by simply blocking his path with any zombie, altough the opponent may use various means like giving it Strikethrough or using Bous attacks to hit face anyway and start giving him a boost earlier
==Trivia==
*It was originally a Solar card with a cost of 2 and 2/2, that had the Amphibious trait, Strikethrough and dealt damage to zombies here before combat.
**This was changed due to the conflicting and in general somewhat busted ability
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