Board Thread:Plants vs. Zombies Heroes/@comment-5760976-20180127211635/@comment-27462035-20180128001829

GrucYord wrote: OK, here's Part 1 and Part 2. What do you think? Me? Well...

Primal Potato Mine 2/5 - The lack of Team-Up defeats the purpose of protection. Now there are things such as Quickdraw Con Man and Planetary Gladiator that can survive and then some.

Grave Mistake 3/5 - It's actually still good. Some Gravestones are still relevant, such as Teleportation Zombie. You can also determine the zombie in the gravestone based on how many brains the hero used (and the hero's rank), and predict their actions the next turn.

Kernel-Pult 3/5 - With Arm Wrestler out of the meta, this can safely disable or kill zombies in the first few turns. It's one of the few solar cards that can actually control early game. Additionally, it can be used as just a Team-Up shield for an important plant, again one of the few things Solar doesn't have much of. Finally, it can be fodder for Evolution, especially since it has Team-Up, although Solar Winds may be better for this.

Also, I find that you praise Solar Winds way too much. It's a decent environment sure, but it really loses value in the late game. (plus the zombie hero can play an environment or Beam Me Up to counter it.)