It is based on the real-life definition of solar wind, a stream of charged particles released from the upper atmosphere of the Sun.
Its appearance resembles the infinity symbol, or sometimes called lemniscate, a mathematic symbol representing the concept of infinity.
Its description references the ability that the seeds in the solar winds make Sunflowers.
Statistics
Class: Solar
Tribe: Environment
Ability: End of Turn: If there are no Zombies here, make a here.
Set - Rarity: Galactic - Super-Rare
Description
There's something in the wind. Sunflower seeds, in fact.
Update history
Update 1.16.10
Added to the game.
Update 1.30.4
▼ Sun cost change: 2 → 3
Strategies
With
Solar Winds is a neat way to make a Sunflower at the end of each turn. While it is much more expensive than playing Sunflower, you do not have to worry about tricks that may destroy it (at least for a turn), guaranteeing you +1 at the start of each turn. Also, Solar Winds can make a Sunflower per turn until it is overridden, as long as there are no zombies there.
Since this environment only works if there are no zombies in there, you will have to destroy any zombie that is played in Solar Winds before the turn ends. A card that works especially well is Briar Rose, who will destroy any zombies that hurt the Sunflowers that Solar Winds makes, therefore clearing the lane so that the environment can activate its ability.
A popular strategy is to use the Sunflowers made as Evolution fodder for Cob Cannon , this strategy is extremely useful since you get the value from the Sunflower, and then you can use it to fully utilize the Cob Cannon, which in most cases will be played earlier due to the ramping capabilities.
Since this environment makes a Sunflower at the end of each turn, Chompzilla can use it to boost Muscle Sprout, Rose can use it with Go-Nuts to make the Sunflowers major threats due to them having the Team-Up trait, and Solar Flare can use it to make Astro-Shroom do 1 unblockable damage to her opponent.
However, Solar Winds is outclassed by Twin Sunflower in most case scenarios, as they produce more sun, are easier to protect, and are cheaper, making them almost always better. Although, Solar Winds can cover the Zombie Hero's environments, granting it some defensive value.
Against
This environment can almost guarantee an extra 1 for your opponent at the start of each turn as the Sunflower is made at the end of the previous turn.
For starters, since this is an environment, you can replace it with one of your environments to prevent them from getting extra sun. As any Brainy hero, you can sneak zombies in Solar Winds to prevent it from activating its ability by playing Teleport or having Teleportation Zombie on the field. Tricks such as Beam Me Up or Summoning also work. Sneaky heroes can move zombies to Solar Winds, therefore nullifying the environment's ability. And finally, Hearty heroes can use shielded zombies to nullify Solar Winds for a full turn without the risk of that zombie being destroyed in the Fight! phase. However, beware of instant-kill tricks.
Take note however that Gravestone zombies that are not revealed yet will not count as zombies, so keep it in mind if you do utilize such mechanics.
Gallery
Solar Winds' statistics
Solar Winds' card
Solar Winds' grayed out card
Solar Winds' card image
Solar Winds' textures
Solar Winds being played
Solar Winds activating its ability
Old
Solar Winds' statistics
Solar Winds' card
Solar Winds' grayed out card
In other languages
Please note that only official translations are used.
Language
Name
Description
English
Solar Winds
Simplified Chinese
光能之风
"Wind of Solar" lit. "Wind of Light Energy"
Traditional Chinese
太陽風
"Solar Wind"
Trivia
Unlike most super-rare cards, Solar Winds can be recycled for 1000 sparks each. This means the player can recycle Solar Winds after crafting one without losing any sparks in the process.