User blog:SolarKnight2/Solar Flare in Almost all her Aspects

Solar Flare
One of the Heroes in Plants vs. Zombies Heroes, she leads an army of flowers, mushrooms, and other things randomly about like berries. As a little secret, she actualy has her own garden where she grows her troops and leads them into battle. OK, so this entire page is devoted to Solar Flare for class, cards, strategies, and things to add that would make her more fairer to be, fight, and more fun in general. All this includes going against her as the zombies, so your getting a little bonus here!

Class
Solar Flare is the leader of the Kabloom and Solar class and that she is the only female Kabloom Hero and one of the three female Solar Plant Heroes [information necesary to avoid confusion when the word "she" or "he" is used]. So, as said before, she can lead many different tribes of plants into battle with each having its own combining effect. She may lead flowers, mushrooms, berries, and few other tribes like fruit, leafy, squash, flytrap, and corn. This does get very conjumbled, so pay attention even more than you pay attention for paying attention. The main tribes that benifit form each other well are flower, mushroom, and berry. Olthough other things work in sync in strangly amazing ways.

Cards
If you were thinking to yourself "ALL THE CARDS? NO THANKS, I'M GOOD." Well, not quite. Cards? yes. All? no. Only the ones worth mentioning. These are the cards that are either overlooked, overbroken, or overnormal.
 * Button Mushroom and Bellflower - You may have already relised what I'm going to say, but whatever. These cards here serve more of a purpuse then blocking big hits and trading. They have a tribe, so they do have you heal more with Power Flower or get stronger with the Buff-Shroom among other random combos.
 * Shroom for Two (and Pair of Pairs as a bonus) - Now, for everyone who thinks "This is the best mushroom ever." No, It's quite good, but not that good. The zombies with strikethrough will cleave the entire lane and spit at you by damaging your Hero (spit at: Insult in a very rude way, proving the dominance of one to another... I think...). And armor trigers on every hit it takes, not the damage it takes in one trun. So the mushrooms deal no damage by themselfes.
 * Sizzle - I heard form one too many youtubers and streamers (I don't watch many streams by the way.) that sizzle is useless for not being able to damage Heroes and the damage value. In a game where the point is to defeat your opponent and each Hero has 20 health, don't you think an instant 5 damage to the face is too much? And so what if the damage value is its cost? It still can take out many zombies. You remember the Smashing Gargantuar? This card can completly take it out without hassle. Other direct, on curve, zombies that can taken out nicely are the Copter Commado, Shieldcrusher Viking, Imp-Trowing Gargantuar, Jester, Buckethead, Zombie King, Firefighter, Mixed-Up Gravedigger, Zombot Sharktronic Sub, and others that have less health. That is a LOT of zombies this can take out all by it's lonesome.
 * Petal-Morphosis - Now, if you pick the blue pill, you will go back to your non-pun life. Take the red pill, you will learn all about Petal-Morphosis. Wait, did I get the pills in the wrong order? Oh, no... Petal-Morphosis is bad and good, but never consistant. You could have that puny Button Mushroom become a Soul Pach or your Power Flower become a Poison Mushroom. The only reason this was mentioned is as a warning. And to do the Matrix refrence. This also corilates with the Seedling, it is inconsistant. So be sure you make a deck that suports the randomness. Even the Cornocopia is in on this random train. The thing is that he is more conistant, bucause he affects every other lane, wether its water, hights, ground, already has a plant in it, you name it. The worst one can get is nothing when all other lanes are ocupided, but when is that going to happen? Also, any plant with a "When played:" ability trigers its ability, so it works even when it doesn't (but only with the Cornocopia, I'm not quite sure about the others).
 * Sunflower - Sunflowers are also a line of defence, they can take a hit. But I see that people do that in the early rounds. Why? Block hits when you are in danger and need survival over resources. If the Zombie Hero plays a zombie as their first move, either get rid of the zombie or use the sunflower to get 3 sun on turn 2. Its simple like that.
 * Sage Sage - How many people have you seen use Sage Sage? I mean, I cant tell because this is a bunch of text writen down by some smart idiot (WaARNInG: P#RAdD0/_INba OnDefhOnvo#*_;q83;h5h). But I see nobody use them. Why? The stats are 1 off being value resourceful, that means on curve, which means cost for stats in coralation with other cards in a sequence of play. Did that make any sence? I tried to explain it, but it gets harder the more you get carpal tunnel (I do not have carpal tunnel, and I never have). The thing is that Solar Flare and other Solar Heroes have low card draw, so late game becomes a problem. Literaly, only 2 solar cards (With the exception of Signature Superpowers, but even the regular Superpowers too) do not have card draw.

Strategies
These are the bread and butter and lettuce of this game, the strategies. By the way, did you like the pun? No? Why, I mean, Its perfectly normal. Whatever. These are by tribe for organisation. Each strategy was named by me (Unless somehow somebody named that kind of strategy the same thing.)

Flower

 * Healthy Heroes - This kind of strategy revolves around the Power Flower, Venus Flytrap, Pepper M.D. combo with other things thrown in for jokes and giggles. So the deck requires all the components seen after this gide. So the thing is to get your Hero regenerating so much health, so fast, that your opponent cannot deal with you unless they get rid of your plants. First, in the early game, you need a lot of flowers (spacificaly Sunflowers) so that when you do use the Power Flower you regenerate ALL your health back. After that, Briar Rose will remove all the zombies who dare hurt your flowers, so blocking hits with Sunflowers and Bellflowers everywhere is also deadly. Pepper M.D. should only be dropped if you have the healing to suply your plants, yourself, and heal Pepper M.D. itself for a masive one. Using Berry Angry with many sunflowers will allow for a powerful wipe of zombies and direct damage if the Zombie Hero was not expecting it. Berry Blast, Sizzle, and Squash are your avarage removal to get rid of the zombies. Other plants and tricks work too, but not as efectively for their cost like Whack-a-Zombie or Chomper and the Three Headed Chomper takes too long to have the effect actualy benifit your stratagy. This kind of deck becomes more agresive the more flowers you have, so don't hesitate with the Sunflowers. The one thing that completely wipes this deck clean is Crazy and sometimes Brainy Heroes for removing the huge Pepper M.D. or removing all your plants.
 * This is where all the deck requirements are, if you were wondering. You need: Power Flower, Venus Flytrap, Pepper M.D., 2nd-Best Taco of All Time, Berry Angry, Berry Blast, Sizzle, Squash, Bellflower, Briar Rose, and Sunflowers of any kind (least likely the twin sunflower for its cost being too high).
 * Things that help, but are not required to work the deck properly: Any Strikethough plant, Sage Sage, Whack-a-Zombie, Lawnmower, Magnifying Grass, Chomper, and Three Headed Chomper.
 * Rose Would be Proud - This deck literaly is the other, but without Pepper M.D. being the one doing work. This deck uses the Briar Rose to full advantage, so sorry if you don't have one. Like Healthy Heroes, The way to play is almost similar, but you don't need to protect a pepper instead you must protect the rose for mass death. There is more removal in the form of damage, but that is to help with the early game more than anything. The one plant to finish off the hero is the Strikethrough ones like Laser Bean. After using Berry Angry with many Strikethrough plants out, damage to the Zombie Hero is maximised to insane levels. The Zombie Heroes most looked out for would be Brainy and Sneeky ones for removning your lane and killing Briar Rose.
 * Requirements: Briar Rose, Power Flower, Bellflower, Sunflower, Metal Petal Sunflower, Bloomerang, Morning Glory, any non-flower tribe strikethrough plant would be needed to actualy do damage, and any kind of removal works too (Berry Blast, Sour Grapes, Chomper).
 * Helpers: Cornocopia, 2nd-Best Taco of All Time, Sage Sage, Snashing Pumpkin (yes, it can still help), Mixed Nuts, Venus Flytrap, and Water Ballons (not necicaraly a removal card, but it can remove zombies).

Mushroom

 * Direct Damage Dealers Dance - A deck where zombies are igrored. Every single direct damage dealer is here to bring the Zombie Heroe's health form 10 to none to -10 somehow. Using the "ignore everything" or "face" tactic (if you play Hearthstone) is hard to do, but it locks control decks out of comision because all the resources they spent trying to remove your giant attackers is gone, so long as you don't spend too much sun on a simple rush. Just avoid all zombies and your good to go. Have a lot of plants? Use Berry Angry or Mushroom Ringleader or BOTH! Have as many Buff-Shrooms as posible to annoy your opponent for how much of a care you give, none. Crazy decks are the true destroyers of this kind of style of fighting. Use healing cards to make sure that those zombies attacking your Hero are not absolutly stomping you into the ground.
 * Requirements: Shroom for Two, Berry Angry, Zapircot, Pair of Pares, Wild Berry, Mushroom Ringleader, Grapes of Wrath, Dandy Lion King, All anti-hero plants, all striketrough plants, and all healing plants and tricks.
 * Helpers: Cornocopia if you are feeling a bit evil >:D, and Pepper M.D.
 * Mush-Doom - Swarm the board with mushrooms that are useful even in death. Start the game by playing infanant mushrooms where the lanes are filled with not "mushroom" to move (A-hahaha *the laugh of a pun maker). Using Buff-Shroom with that many mushrooms brings you from mush-conga to the point of "Your vocabulary is the word "reDICuLISs," in that exact way." Revenge-Shroom just puts that point to the wining of any game because even the Revenge-Shroom itself deals the 2 damage if it dies. Here is some math: (all lanes - water lanes) 5 -1 = 4 (how many mushrooms can be in each lane) 4 * 2 = 8 (how much damage each mushroom does + Buff-Shroom buff) 8 * 2 = 16 (or all mushrooms die and Revenge-Shroom is there) 8 * 2 = 16 [randomly split by 2s] (if there were 2 Revenge-Shrooms in the mass death) 8 * 4 = 22 [randomly split], e.t.c. So swarm away, not even The Chickening can ruin your day, but only make it slightly more cloudy. Now, the zombie hero may try to take out Revenge-Shroom, but that is when you use your removal to explode those pesky zombies. Eventualy you would win the war of attrition due to how much damage you are doing.
 * Requirements: How about I just say any mushroom available?, card draw, and any/all removal (again, Berry Blast, Sour Grapes, Cherry Bomb, Squash).
 * Helpers: Pineclone and Berry Angry if you feel very adventurous.

Berry

 * A Berry Bad Time - It is such a bad time that Sans came to say so with a pun. So this deck uses all the berries that deal damage for purpuses known. These resons are that they deal mostly low damage (like Sans), have low health (also like Sans), and annoy everyone not on your side and on your side (Sans was my motivation for this deck, OK?). Just use the berries to remove the zombies quickly and have many damage dealers on the board afterwards. If your opponent is swarming, use Sour Grapes. If he/she is playing single high value minions, use... Bluesberry. If it is using lots of gargantuars and armored zombies, use... uh... nothing can take them out so give up and use lots of squashes and Chompers.
 * Requirements: All instant damage dealing berries (Sour Grapes, Berry Blast, I use those two as examples way too much).
 * Helpers: Anything else in the way of damage would work in conjunction with damage for more ever increasing damage, destroy cards (but not tribe spacific destroyers).
 * Strongberry Attack - Any other berry deck you would use, but have as many Sargent Strongberries as posible (4 of them). Why? Sargent Strongberry says on it "Whenever another berry deals damage, do 2 extra damage." This means that if one Sargent Strongberry dealst the damage, the other will triger the effect to triger the first one's ability and it continues until the zombie hit dies, the Zombie Hero blocks a hit, or you win through puny damage.
 * Requirements: Any berry deck but with lots of Sargent Strongberries.
 * Helpers: Having 4 Sargent Strongberries.

Corn?

 * Any Other Deck Type with More Corn - As Solar Flare is the only Hero to have Kabloom and Solar, she is also the only hero who can just use both Corn legendaries in one deck. So this is any deck type you want, just with at least one of each corn for insanity.


 * Requirements: Corn...
 * Helpers: What else would you need?

Defeating Her
You want to know how to crush her face in? Sure, Its the least I could do for you. I'll only go over one for each class/Hero because going over everything would hurt my brain and give you an anurism (that horible lodge in an artery).

Beastly

 * Pet Zombies - Not actualy the best option because they are too easy to take out. The Kangaroo Rider is the quickest to remove with direct damage and destruction tricks.
 * Destruction cards - These cards wont help against Solar Flare if she is swarming the board (it is very likely because those kinds of decks are overpowerd). If she has a flower deck or is curently using few single plants then it may help, but not by much because she would have the sun and plants to spare.
 * Anything in Beastly - Anything in the Beastly class is too esaly taken out, the mix between damage and destruction is too much power to alow your zombies enough time to grow very big and take out Solar Flare. Pet Zombies are not that bad because they have many amphibious zombies to take out Solar Flare for not having anything in those lanes. The best zombie is the Zombot 1000 Becuase it cancels out flower decks and can combos with Teleport for a winning strategy.

Brainy

 * Rocket Science - Recket Science is your best friend (metaforicaly speeking). Any high value plant with 4 or more attack can be taken out quickly and easily and even saves brains. Say a Power Flower had Berry Angry used with it (8 sun total), you would take out the 5/5 with Strikethrough and only spend 4 brains. Anything with high attack thretening to take you out can be removed before It ruins your plans.
 * Teleport - Solar Flare is the only Plant Hero which mixes damage and destruction. This means that your zombies  are going to be removed to stop you from protecting yourself from a strong hit. Using Teleport makes it so that you can place a zombie before Solar Flare even gets the chance to deal with it. This is a good way to take out strong plants (Three Headed Chomper), stop direct hits against yourself (Mushroom Ringleader), or both (Poison Oak).
 * Brain Vendor - This zombie is way better against other Heroes like Night Cap and Green Shadow (basicaly any Smarty or Kabloom Hero), but it is efective against Solar Flare. Solar Flare has lots of sun, so having a free zombie almost makes you keep up with her pace so that you may block a heafty hit and play the tricks you need to.
 * Card Draw - This is insanly useful for the fact that Solar Flare has 2 cards available to her that can draw more, so having more cards then her saves you in the long run.

Crazy

 * Any Direct Damage Zombie - Nope, her time for tricks is right after your zombie time (That is a song, "Zombie Time".) "Time after Time is ZOMBIE TIME. Better, plant plants so the dead cant eat my mind." That is what would happen to your zombies. The damage stops your damage from reaching through and so would the swarms of plants. You cannot do anything.
 * Barrel of Deadbeards -This card is a compleat counter to Solar Flare no matter what style of play she uses. The explosion gets ALL of her unbuffed mushrooms and all the sunflowers with Captain Deadbeard inside dealing direct damage or taking out a strong plant for good. Its also a good idea to use the Fireworks Zombie, the only problem is that it does its ability before Solar Flare so that she can place more afterwards to negate the damage.
 * Conga Zombie - That 1 damage changes everything. It can take out the sunflower to slow her sun production or take out a strong plant (Mushroom Ringleader or Poison Mushroom) early in the game.
 * High Attack Power Zombies - It is the same story for the direct damage zombies, but these ones have more health. REMEMBER! She has damage and destruction, so the Exploding Imp? Berry Blasted or 1/1 blocked. The Newspaper Zombie? Sizzled or if too powerful Squashed. The Valkyrie? Squashed. You cant win.
 * Damage Dealing Tricks - YES! USE AS MANY AS POSIBLE. They take place after Solar Flare did her tricks and placed her plants, so having damage removes MANY things. Sunflowers, Mushroom Ringleaders, Poison Mushrooms. Just not anything with 5 or more health unless you want to waste your cards and brains.

Hearty

 * Armored Zombies - These zomibies are quite useful, but also not... Their armor makes it so that if there are swarms of plants (lets say Mushrooms) the pasive armor is practicaly doubled. Think about a Pair of Pares against a Buckethead for example, they each deal 2 damage which is subtracted by 1 for both because they are 2 different attacks. They only deal 2 damage instead of 3. But They are countered by destruction cards, Squash squishes the All-Star Zombie and the Knight of the Living Dead. Chomper and Whack-a-Zombie remove Coneheads and Bucketheads efectively, so be caustious.
 * Arm Wrestler - The ONLY Hero who can take Arm Wrestlers the best is Solar Flare for using damage and low attack zombie destroy cards if weak and full destruction if too strong. You can say that Gardian is better, but the only card there for giant zombies, Doom-Shroom. But that is 6 sun for 1 zombie! Why would anyone do that?
 * Medic - It is a nice blocker, attacker, and healer. I'd say use it for tight situations and if you can block a plant eficantly.
 * Plant Moving Cards - Oh cool, now where are you going to move that Power Flower? These cards only work on the direct damage dealers, especialy the anti-hero plants because they are traded evenly. Sumo Wrestler can take out Posion Mushroom super well, Rodeo Gargantuar has just enough attack power on its own to kill a Posion Oak without a health buff.
 * Trash Can Zombie - The sheilded ability has it nulify a strong hit without dying. So use it properly with move cards to ensure that the zombe hits the danerous fighter.
 * Undying Pharaoh - No necicaraly the best option, it can be destroyed too easily. Yeperdoodle.
 * Wanabe Hero - Same as Undying Pharaoh, but even worse. If you use him later on, you probaply wont have enough health to make it worth what you spent for that, AND it can be destroyed for a bigger sadness to your heart (maybe).
 * Weed Spray - Amazing against Mushroom decks, EVEN AFTER THE BUFF-SHROOM BUFF!!!

Sneaky

 * Deadly Cards - Who is going to be deadified? This works if Solar Flare has big plants with strikethrough or just high stats in general.
 * Strikethrough Cards - Takes out hiding Sunflowers and muliple mushrooms. But the damage to Solar Flare can be healed back up or do nothing to the high helth plant in front.
 * Swarming Cards - The counter is Sour Grapes, sorry pal. All the damage you think you have with the Mini-Ninja is gone from the 1/1 plants that Solar Flare has herself.
 * Gravestone Zombies - It makes it so that Solar Flare cannot use her amazing damage + destruction combo to take them out, so use them in the best way posible.
 * Mobile Zombies - Good: Suprise Gargantuar (moves into open lanes and can block hits while being in a gravestone to hide from damage death and death destroy) and Smoke Bomb (What can be said? Smoke Bomb is the game wining card, it beats EVERYTHING EVER). Bad: Chicken (Damage kills it too quickly).

Things to Add
So after all is said and done, things can be more balanced to fit the standards of fun, compedative, and casual games.

Rebalancing
This means taking the things already in the game and fixing them up.

Kabloom

 * Sargent Strongberry - After what I said about the infanant damage 2 of them can do, I would say to make it not triger on other Sargent Strongberries. This makes it so that the extra damage does not even work with 2 or 3 or endless fillings of them.
 * Grapes of Wrath - 6 damage on death for only 1 more sun? What a deal! It should cost 10 9 sun, so the death damage is spread out more and can actualy be countered by the game ending before then.

Solar

 * Water Balloons - The reason you never see these is because the debuff is too weak. If it costs 1 sun only or has the debuff be stronger, then it either becomes an efective early game destroyer or late game balancer. That does depend on which kind of buff is picked.
 * Morning Glory - This flower is to strong earlier and later. reducing its stat total by 1/1 would make it ethical and still see play.

Sneaky
What? Why is this here?
 * Smoke Bomb - That is why this is here. Remove the damage increase and the world can sleep soundly. "But now its useless!" NO. It can do the same thing as normal, just without as much punishment to every person who picked to be the Plant Heroes.

New Stuff!
Things that would be added as a fresh new way to play the game and have fun with more strategies and more balancing of cards now. Yeah, you read that right. Having new cards added would actualy balance all the other cards in a calateral cascade of fun gameplay. The way it should start with is by making a new card for every class in the form of 1 for each rarity (so 1 new legendary for every class along with super-rares, rares), but 2 new cards for common and uncommon. I'm not exactly sure which plants sould be added, but I know some which would fit for Solar Flare.

Kabloom
Statistics:
 * Plump Plum


 * Strength: 2, Health: 1, Cost: 5

Set: Basic

Rarity: Common

Tribe: Fruit Plant

Traits: None

Abilities: When Played: Deal 2 damage to all zombies.

Description: -undecided-

Strategies: Thing of it as a stronger Sour Grapes, but a weaker one as well. Actualy, think of it as the Chickening for plants with a 2/1 attached to it with a cost of 5 instead of 4. It does help as there is not much more gouped damage for Kabloom Heores. It can deal with more zombies and damage others more severly. This plant itself can block a hit with its low 1 health and defeat any zombie with 4 health or less if it was not buffed in the same lane. Statistics:
 * Black Boxer


 * Strength: 2, Health: 4, Cost: 5 sun

Set: Premium

Rarity: Uncommon

Tribe: Berry Plant

Traits: None

Abilities: Before combat here, deal 2 dagae to a random zombie.

Description: -undecided-

Strategy: Think of the Repeater, but without bonus attacks and just random damage BEFORE combat. This makes it a strong figter as it can take out zombies without even trying and from other lanes. It also works with Sargent Strongberry to deal 4 damage from 2 sources (armored would make it 2 damage again). Statistics:
 * Can-Berries


 * Strength: -, Health: -, Cost: 5 sun

Set: Premium

Rarity: Rare

Tribe: Berry Trick

Traits: None

Abilities: Make four 1/1 Cranberries with Team-Up in random lanes.

Description: ''A can of Cranberries is sure to liven up you day! Unless you're a zombie, because you'd be to dead...''

Strategy: It mixes the swarming of mushrooms with the power of berries. It is best to remember that these will always be in front of a plant if placed in a lane with one but will always try to place one in lanes where they can go. This can block a lot of hits and deal some damage directly. The reason it costs more than the stats given is because of the sudden blockage you can get with it. This card is extremly powerfull with Sargent Strongberry as it will deal an extra 2 damage to any zombie that the berries deal damage to. Statistics:
 * Mangrenade


 * Strength: -, Health: -, Cost: 8 sun

Set: Premium

Rarity: Super-Rare

Tribe: Fruit Trick

Traits: None

Abilities: Deal 8 Damage to a zombie.

Description: ''"If any zombie can survive a high powered fragmentation fruitsposion of juces and chuncks..." states Mangrenade, "I would be suprised."''

Strategy: It is a simple late game damage dealer to substitute Squash and Sizzle. This damage can take out a lot of different zombies, but only one. It sould be used against zombies like the Octo Zombie, any kind of gargantuar, Knight of the Living Dead, or anything with very high health or stats in general. The thing that makes this card shine is the fact that it can defeat almoast every zombie in the entire game (the only exeption being the Zombot 1000 at this time). Statistics:
 * Rainy Day


 * Strength: -, Health: -, Cost: 8

Set: Premium

Rarity: Legendary

Tribe: Trick

Traits: None

Abilities: Gives all your pants in your deck and hand +1/+1.

Description: "This sould water the plants nicely, but it is getting a little misty..."

Strategies: If anyone played Hearthstone and knows about the Mist Caller, they would know where I got the motivation from and the description but in a WAY more balanced way. So this cards makes it so that any plant in your hand has +1/+1 in stats and whenever you draw a plant card it also has +1/+1, making every plant more worth its cost. Here are some examples of this card's buff, Zapricot becomes a 5/3 for 3 sun, Pair of Pares becomes a 3/3 for 4 sun but still creates a 2/2 pare pal, Berry Blast is not changed because it is a trick. This advances any deck to be extremly powerful over the zombies, but the chalaneges is drawing it and using it without spending all of your resouces as it costs 8 sun. This card is a lot better for Solar Flare because of her sun bonus letting her use it way earlier than intended. But with it being for her, she would have many tricks to take out the zombies. Using this in a deck means having to make a deck that suportes it to in turn suport you. This means a deck with much card draw and plants. There is a lot here because having a giant buff like this takes a lot, to where I would think it is still overpowered at this cost. What the card truly does is that it lets you overpower the zombies with so many buffed plants to the point of victory, but even with the buff, it has some downsides.

Solar
Statistics:
 * Juggling Jasmine

Strength: 4, Health: 3, Cost: 3 sun

Set: Basic

Rarity: Common

Tribe: Flower Plant

Traits: None

Abilities: None

Description: -undecided-

Strategy: It is just a simple flower plant with no extra abilities. It is like a Fire Peashooter, but with all of its stats entirely increased by 1. With this plant having its cost and stats, it is just 80% perfect for any deck and is just amazing in stats itself with no twist. This plant can be used to boost flower decks and deal extra damage at the start.

Statistics:
 * Tulit


 * Strength: 3, Health 6, Cost: 6 sun

Set: Premium

Rarity: Uncommon

Tribe: Flower Plant

Traits: Strikethrough

Abilities: Start of Turn: Heal this plant to full health.

Description: ''After each fight, Tulit likes to bask in the sun. It truly does light up her day.''

Strategy: This plant would stay alive until it takes too much damage or is destroyed outright. The reason it has 3 strength is so that it cannont be destroyed by things like rolling stone or Rocket Science. It heals the health back, so it would trigger Pepper M.D. to get a buff. It just saves you from having to spend recources on healing it, and for Solar Flare it can deal more damage with the strikethrough trait because of all the attack buffs. The name is a pun on tulip for being on fire, so "lit" being the fire part. Statistics:
 * Healbiscus


 * Strenght: 6, Health: 8, Cost: 8 sun

Set: Premium

Rarity: Legendary

Tribe: Flower Plant

Traits: None

Abilities: When Played: Heal your Hero 3 health for each Plant.

Description: "You know what I say to death? Not today. Now everyone gather around, I need you to be here for this to work."

Strategy: This is used as a comback to heal back up a good amount of health, but It cannot save you entirely. It will always heal at least 3 health because it too is a plant, but It needs other plants to be efective for the cost. The one problem I see with Solar Classes is that when they have low health, there is no cards that can help them get back up to par against Hearty Heroes. This plant would encouage swarming or playing plants that would not be destroyed so easily.

Anything you want to say you can write down in the comments EXCEPT crudly rude things like (curse word). I didn't say that, I wrote it and no one knows what I wrote or what it means (It means an exeption for another curse word without being one). Why not say what you think about the plant cards, rebalances, and stategies I listed? Hey, I'm not forcing you, but you can do whatever you want.