Solar Winds

Solar Winds is a in Plants vs. Zombies Heroes, and a member of the  class. It costs 2 to play, and its ability makes a in it at the end of every turn, starting from the turn it is played, unless that lane is occupied by a zombie.

Origins
It is based on the real meaning of solar wind, a stream of charged particles released from the upper atmosphere of the Sun.

Statistics

 * Class: Solar
 * Tribe: Environment
 * Ability: End of Turn: If there are no Zombies here, make a Sunflower here.
 * Set - Rarity: Galactic - Super-Rare

Description
''There's something in the wind. Sunflower seeds, in fact.''

Update 1.16.10

 * Added to the game.

With
This is generally a neat way to make a Sunflower at the end of turn, which acts like Teleport for the plant side. In turn, it makes a free Sunflower at the end without being harmed from the zombie hero and guaranteed +1 at the start of each turn.

However, keep in mind that this environment only works if there are no zombies in there. Therefore, you must destroy all zombies in it, either with high-strength or instant-kill cards. Fortunately, the Solar class has plenty of instant-kill cards.

Against
This environment can almost allow the plant hero to get +1 at the start of each turn as the Sunflower is made at the end of the previous turn. However, since this is an environment, you can replace with one of your environments to prevent the plant hero from getting free sun.

As any hero, you can make zombies in Solar Winds to prevent that environment from activating its ability, preferably by using tricks such as Beam Me Up or Summoning. You can also play Teleport or have Teleportation Zombie in play to play any zombie during the Zombie Tricks phase.

heroes can move zombies to Solar Winds, therefore nullifying the environment's ability.

heroes can play shielded zombies to nullify a full turn without the risk of that zombie being destroyed in the Fight! phase. However, beware of instant-kill tricks.

Trivia

 * Its original name was "Zen garden."