Abilities: All Plants get Strikethrough this turn. Conjure a Trick.
Set - Rarity: Triassic - Super-Rare
Card description
Each Plant is grown with the power of solar radiation. Sometimes you just have to let it out.
Update history
Update 1.24.6
Added to the game.
Strategies
With
Sun Strike can be an incredibly strong and useful trick if you have sufficient setup. Although only for this turn, the Strikethrough trait is a powerful trait, as it lets your plants hit your opponent even if they are hiding behind their zombies, making Sun Strike a good finishing trick too.
While there are powerful plants in the Solar class like Three-Headed Chomper, Template:PvZHLink, and Pepper M.D., there is only so much the Solar class alone can do. Fortunately, all Solar heroes' secondary classes can make Sun Strike's ability more powerful:
Chompzilla has the ability to boost her plants, give them the Double Strike trait, and make them do bonus attacks, massively increasing the damage done to her opponent. The Mega-Grow class also has a few cards with abilities that activate upon doing damage, such as Moonbean or Captain Cucumber, which means their abilities can activate twice, as long as her opponent doesn't block (which in that case, only once).
Wall-Knight's Guardian class doesn't excel much in offense (the only real hard-hitters there being Hibernating Beary, Gravitree, and Tricarrotops), but Sun Strike definitely shines in a Pecanolith deck, considering how easily spammable nuts are, and how much health they have. He can also use them with Bullseye plants to make their Strikethrough attacks unblockable, but Bullseye plants in the Guardian class lack strength (the strongest being Template:PvZHLink in an environment, with 4 strength), and Wall-Knight doesn't have any ways to boost their stats excluding Pumpkin Shell.
Solar Flare is like a mix of Chompzilla and Wall-Knight; she has mass strength-boosting tricks that can guarantee her glass cannons a hit, and she also has Bullseye cards too. In terms of sheer damage, she is able to excel Chompzilla. However, most of her plants won't be able to survive after the turn Sun Strike is played, and the only viable Bullseye plant for her to use is Template:PvZHLink, as Astro-Shroom is too weak. Her Anti-Hero plants won't particularly find this useful either, as Anti-Hero only activates when the lane is empty, which defeats the purpose of Strikethrough. Still, it is better than nothing.
Template:PvZHLink is able to use it in SnowdropFreeze decks and Go-Nuts decks, as well as on plants that attack on multiple lanes like Template:PvZHLink, Tricorn, Template:PvZHLink, and Shooting Starfruit, but since she lacks ways to boost the strength of said plants, she will have to get several of them on the field at once. She can also use Planet of the Grapes to guarantee lots of card draw on the turn she plays this, especially if she uses it with the last examples.
While its first ability is very powerful, its Conjuring ability shouldn't be underestimated either. While it is only one random trick, it could be something good like Template:PvZHLink, or even something that can be played on the same turn, like Berry Angry. Chompzilla can make the most out of the Conjured trick, as Captain Cucumber makes it cheaper while it makes Re-Peat Moss do a bonus attack. This ability is also good with Dino-Roar cards too.
However, Sun Strike becomes less useful the fewer plants there are on the field. If your opponent's deck is focused on destroying plants as soon as they are played, you might want to play something else. Strong zombies overpowering your plants so that very few can survive is also a bad situation for Sun Strike. While Cornucopia can quickly supply you with plants, you will have to make at least 14 sun to do that in a single turn, or your plants will have to survive a turn of combat.
Against
Sun Strike is a very dangerous trick, mainly because you can't block the plants by spamming zombies since they will hit you either way. This can spell doom for you if your health is low, if your opponent's plants hit very hard, or both.
Therefore, the best way to counter this trick is to discourage your opponent from playing it from the start. The best way is to destroy as many plants as you can so that Sun Strike's efficiency drops. You have the Zombie Tricks phase of the turn before Sun Strike is played, and the Zombies Play and Zombie Tricks phase of the turn Sun Strike is played to destroy as many as you can before they start attacking. What cards you should play depends on what plants are on the field, and what cards you have access to. While Quickdraw Con Man and Fraidy Cat can punish your opponent from playing it, a mere 1 damage or +1/+1 will most likely not deter your opponent from wrecking you, unless you have many on the field, or they are in a dire situation too. Defensive End is a better choice, as it makes Sun Strike (as well as the Conjured trick) cost more, buying you time to destroy their defenses.
While your zombies won't be spared, shielding Planetary Gladiator with something like Escape through Time is another good alternative, as it will absorb all damage done to you while it stays unharmed.