Mosschops (PvZH)

Mosschops is a Mega-Grow card, it has 3/5 and costs 4.
He has no traits, but when he hurts a zombie, the zombie will be moved to the left. On top of that, anytime a zombie moves, this card will do a bonus attack
It is part of the Time Travels set, in the category Permian Climax
==Origins and appearance==
He is based on mosses, small plants from the order Bryophyte, and the Moschops, a large Permian animal known for its large size. Its ability to move zombies that it hurts is inspired by its assumed territorial habit, due to its heavy dome-shaped skull that would be perfect to defend itself against other animals of the time
His body is a large green clump, with fur-like leaves, stems as legs and a large head with yellowish smaller leaves as teeth
==Statistics==
* Class: Mega-Grow
* Tribe: Fossil Moss Plant
* Traits: None
* Ability: When this hurts a zombie, move it to the leftWhen a zombie moves, this does a bonus attack
* Set: Time Travels
* Category: Permian Climax
===Card Description===
Very territorial, he won't hesitate to run away in fear if you dare approach him
== Strategies ==
===With===
While he isn't very powerful, his ability gives him an almost guaranteed chance to hit the the Zombie Hero and to move away a zombie, which is very useful for several uses ; you can use it to push away a designated zombie, for example out of an environment, to trigger Party Thyme's ability in order to draw a card and trigger Dino-Roar abilities, or just to get a guaranteed hit on the Zombie Hero. The fact that it somewhat forces a zombie out of the way ot hit the Zombie Hero is also a useful perk, because it means that if it received a decent strength boost it can bypass an attempt to block it with a minion and directly hit face, usually at least somewhat hard. On top of that, its ability to do bonus attacks can actually be triggered by any zombie, meaning you can move zombies by yourself to activate it, or punish any intensive use of Smoke Bomb or Space Cowboy
===Against===
This plant can be especially annoying because it will mess up your gameplan and can very easily just ignore any attempt to block it, especially if your enemy attempts to run any sort of movement-based synergy, so you should be prepared for it. First of all, if you intend to front it, you should try to make yourself sure that a zombie in front of it cannot move ; to do this, force your opponent to play it on a lane such as Heights, or move it into an appropriate lane yourself if you are a Hearty Hero. Second, if you cannot move it, you can always try to put a Gravestone here instead, altough only the Brainy class can make use of this ; however, you can play a cheap minion at the left of the one being fronted, to prevent it from moving and thus activating the Mosschops's ability. Else, just make yourself sure to not move any of your zombies, whether manually or because of the trait Hunt, and you should be fine
==Trivia==
*He is the first card from Permian Climax
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