It does not have any traits, and its Zombie Evolution ability gives it +1 for each brain the zombie hero has made on the turn it is played. Its closest plant counterpart is Magnifying Grass.
It is based on a glob of green slime, somewhere along the lines of Slime and Flubber; as well as possibly the creature from the 1958 film The Blob and its 1988 remake of the same name.
Its name is a portmanteau of "zombie" and "blob," referring to its appearance and its animation when it is played.
Its description mentions primordial soup, the hypothetical set of conditions present on the Earth around 4.2 to 4.0 billions of years ago.
Statistics[]
Class: Brainy
Tribe: Monster Zombie
Traits: None
Ability: Zombie Evolution: This gets +1 for each Brain you got this turn.
Zom-Blob is not useful by its own, and its primary catch is the Evolution ability, which functions similarly to Magnifying Grass. This makes Zom-Blob an extremely powerful fighter which can have both high strength and health. If this gets Frenzy, it can turn deadly, easily smashing through plants to land a heavy blow on your opponent. Because of this, it is a good idea to pair this with Going Viral or Area 22 as Rustbolt or Immorticia.
Due to the amount of strength it gains being tied to the number of brains produced in a turn, Zom-Blob's Evolution ability becomes deadlier the later you go in a match. However, since your opponent will be able to get stronger cards that will be able to take down Zom-Blob easily by that point, having ways to make extra brains is highly recommended. Cryo-Brain is a reliable example, as it increases your brain supply permanently by 1 per play. Generally, the best strategy is to rack as many brains as you can via abilities from zombies such as Brain Vendor, Medulla Nebula, and Gentleman Zombie, as they also count towards its ability and you don't have to go very far into the game for that. For example, if you play Brain Vendor (+3) in Medulla Nebula (+2), then play Zom-Blob on Brain Vendor on turn 4 (+4), you will end up with a Zom-Blob with 10 strength (1+3+2+4=10), which can be extremely devastating by then. Additionally, if you have access to Teleport or Teleportation Zombie, the brains Gentleman Zombie gives you can also be taken advantage of.
The only downside to this zombie, in comparison to its similar plant counterpart Magnifying Grass, is that zombie fighters are played before plants, which gives your opponent ample opportunity to block Zom-Blob with another fighter, and even then it still requires a fair bit of setup. You can get around this by carrying cards that can deal with potential interferences, such as moving, damaging, instant-kill, or bonus attack cards. If you have either Teleport or Teleportation Zombie and there's an open lane, you can play Zom-blob there to ensure it gets the chance.
Against[]
Zom-Blob is rarely played by itself, since while it's tanky, 1 strength isn't going to do much. Its Evolution ability however poses a much bigger threat due to the way it is usually played. You really can't do much if your opponent decides to teleport it in other than having enough board control to deter the play. If Zom-Blob does get the chance, you'll have to destroy it immediately.
If your opponent decides to Evolve Zom-Blob in the Zombies Play phase, you can deal with Zom-Blob in the same turn. Shamrocket is a good choice, as it costs 3 and can easily remove Zom-Blob. You can also use bonus attacks on strong plants, allowing them to destroy Zom-Blob before it could do anything.