short version - i play nearly all the heroes, both plants and zombies.
and I really shouldn't need to waste my time explaining this to you, but I will waste just a little time to give you a better idea. Honestly, I'm having issues thinking of a hero that CAN'T remove it right away or next turn.
this week I'm playing Professor BS, last few weeks I played mostly Impfinity, HG, Neptuna
Let's assume you played it in an empty lane, just to give you benefit of the doubt.
Professor BS
- Rocket Science
- Final Mission + a second trick
- Tanky and draw 3 cards (because at this point in the game your other lanes are usually empty anyways)
- Exploding Fruitcake
- Trickster start of next turn
- only 1 brain left over but waiting to play to the empty lane that has nebulla in it... go from there.
Impfinity
- or smoke bomb a zombie into the lane and then Barrel of Barrels or deadly superpower. or Triple Threat and then deadly.)
- Tanky + Deadly (with some luck or empty lanes. and really, turn 5 or 6 against impfinity you likely have at most one other plant in play)
- Final Missiion ETC
- Exploding Fruitcake
HG
-any of the above that apply, lots do.
-teleport a toxic waste zombie
-smelly zombie the next turn
- etc
Neptuna
next turn you are often dropping a mega buffed zombie in front of it via stompy anyways, but assuming that's not the case...
-barrel of barrels and smoke bomb
-smelly
but finally - and most importantly - by turn 6 most games have been decided. maybe not over, but decided. Which means that 3HC is either a "win more" condition or is likely to fail as it costs your entire turn. It's very unlikely to turn things around, other than against a sport deck as it can seriously effect their ramp if not destroyed immediately. But i don't ever play sport decks so...