Termitary Zombie (PvZH)

The Termitary Zombie is a Beastly Card, which has 4/7 and costs 6. He has the trait Gravestone, and once he is revealed will destroy all plants on the lanes next door
It is part of the Time Travels set, in the category Jurassic Marsh
==Origins appearance==
He is based on a termitary, a large nest build by termites that can often reach huge sizes and with several gigantic examples found in the Late Jurassic Morrison Formation in today's United States. The zombie itself is pretty basic, being similar to the Jurassic Bully and using the Termitary as a headgear,which is sobig that it forces him to bend somewhat over and partially lies on his back and shoulders
==Statistics==
* Class: Beastly
* Tribe: Fossil Pet Zombie
* Traits: Gravestone
* Ability: When played : Destroy all plants on each lane next door
* Set: Time Travels
* Category: Jurassic Marsh
===Card Description===
His back hurts, man
== Strategies ==
===With===
Altough his ability seems counter-intuitive, it can actually be very useful if you place your zombies well, since it allows you to basically clear the way for other, heavier zombies such as various kinds of Gargantuars to go face and hit hard, or to just remove plants that may endanger precious zombies. And even if the context may not make a more tactical use possible, it still provides player with a decent body and the possibility to remove 2 plants at once on different lanes ; it can also help remove a plant on the water lane or in an environment without entering it, and is great to deal with plants whose effect activates when a zombie is played in front of them. Moreover, it also has the advantage of having the Pet tribe, which allows for synergy with a variety of zombies. It can also be conjured by Cosmic Yeti, which means it can efffectively become a threat by itself when bosted.
However; his useful ability has a price : at a cost of 6 , it means you can only play it late in the game, which mkes it harder to use in anything other than late-game decks or as a finisher in conjunction with more powerful zombies
===Against===
While there isn't much you can do to prevent him from being played, he is however very predictable, and since he will always be played before your turn, you can try to play your cards right in order to lose as little as possible from it. The most basic solution would be to directly remove it while he is still inside of his grave, but that is only possible for the Guardian class. As such, you will have to rely on bouncing or moving or moving your plants away from him to preserve them. Making them impossible to hurt doesn't work since he does not directly hurt your plants, and sacrificing a minion to put in front of the plant you want save is an especially bad idea because he will destroy both anyway. If you can afford to, you can use plants which have certain effects when hurt or destroyed to take advantage of it ; your opponent will then have almost no possibiities to avoid triggering their effects.
==Trivia==
*Its inclusion in the Jurassic Marsh category references the huge role that termites played during the Mesozoic. Since 10 meters high termitaries existed in the Late Jurassic Morrison Formation, it is also less anachronistic than it might look like
*It used to be a 7 5/7 with Untrickable that destroyed 2 random plants when played
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