Solar Winds is a galactic super-rare plant environment card in Plants vs. Zombies Heroes and a member of the Solar class. It costs 2 to play, and its ability makes a Sunflower in the lane it is in at the end of every turn, but only if that lane is unoccupied by a zombie.
Its name is derived from solar wind, a stream of charged particles released from the upper atmosphere of the Sun.
- Class: Solar
- Tribe: Environment
- Ability: End of Turn: If there are no Zombies here, make a Sunflower here.
- Set - Rarity: Galactic - Super-Rare
There's something in the wind. Sunflower seeds, in fact.
- Added to the game.
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.
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 turn and you can harm the Sunflower until the end of 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 Brainy hero, you can summon zombies on 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.
Sneaky heroes can also move zombies to Solar Winds and therefore nullifying the environment's effect.
- it was originally called "Zen garden"