He has the Team-Up trait, and his ability gives the plant hero +2 at the start of every turn, starting from the next turn after he is played. This ability stacks with each Sunnier-Shroom on the field and persists until all Sunnier-Shrooms are removed from the field.
He is likely based on Sun-Shroom's ability to grow and produce more sun in the main series.
Statistics[]
Class: Solar
Tribe: Mushroom Plant
Trait: Team-Up
Ability: Start of turn: You get +2 this turn.
Set - Rarity: Triassic - Uncommon
Card description[]
Compared to his little brother, he's the one with the sunnier disposition.
Update history[]
Update 1.14.13[]
Added to the game.
Update 1.16.10[]
Sound effect change: Pitch of sounds have been lowered.
Update 1.24.6[]
Set - Rarity change: Token → Triassic - Uncommon
Strategies[]
With[]
Sunnier-Shroom is a more expensive version of Twin Sunflower, but with a bit more health. Due to him having more health, Sunnier-Shroom is more reliable than Twin Sunflower. However, Twin Sunflower can give more sun earlier than Sunnier-Shroom. They are also a flower plant, the main tribe of the Solar class, meaning Twin Sunflower can synergize with any hero, while Sunnier-Shroom only synergizes with Solar Flare. Since both have their pros and cons, think about which plant suits your strategy better. However, you can use both cards, which is especially useful if your opponent removes one of them or if your deck has a lot of expensive cards.
Just like any other sun-producing plant, Sunnier-Shroom is best destroyed before he can produce any sun. The only problem is his Team-Up trait that lets him hide behind tough plants. Damaging tricks, Rolling Stone, Weed Spray, Knockout and Strikethrough zombies are good counters to him, although the only unboosted Strikethrough zombies that can instantly destroy him are Line Dancing Zombie, Blowgun Imp and Zombot Plank Walker (and the latter two are too expensive to be a counter for this plant).