Abilities: Do 2 damage. You get +1 for the rest of the game.
Set - Rarity: Premium - Legendary
Card description
Solar Flare never met a sunscreen strong enough to stop her.
Update history
Update 1.4.14
▼ Ability change: No longer refunds its sun cost. Extra sun effect only starts from the next turn onwards.
Strategies
With
This is one of the superpowers that is best played in the early-game, because the sun bonus benefits you for the entirety of the match. You can either play it to destroy any 1-brain cost zombie (excluding Headstone Carver and Cat Lady), play it a bit later for threatening ones like Pool Shark or Cuckoo Zombie, or Amphibious zombies due to Solar Flare's lack of Amphibious plants. Do not use this on Knight of the Living Dead or shielded zombies, since they will go unaffected.
Even though you will get more sun after you play Sunburn, be careful with your cards. Remember that Solar Flare leads the Kabloom class, which is known for its cheap cards, and the Solar class, which is known for extra sun production. Put these two together, and you get an easy way to use all your cards within a single turn, leaving nothing for later defenses, also due to Solar Flare lacking reliable ways to draw cards.
Against
While 2 damage isn't really a lot for a signature superpower, its sun bonus is the dangerous part. Since there is no real counter to this trick, your only way is to hope your opponent doesn't get this as their starting superpower. Or, you can defeat your opponent before the sun bonus tips the scales to your opponent's favor greatly.
You can also play Cryo-Brain if you are a Brainy hero to even out or increase your amount of brains you get each turn if Sunburn is played.