Acer hyrcanum
The bulkiest card in this batch β a slow European maple wall.
A Hyrcanian maple is the bulkiest card in this group, and a genuine wall once grown, but it is slow β and slower still with age. It is native to Europe and invasive nowhere the game tracks. So it plays only as a native buffer.
Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Raysteal, is available from level 1 for 2 Sun. It deals 30 damage. Takes the light by force β strike and heal 10%.
At level 25 it gains a free, once-per-battle ability, Shade Tolerance: Waits out the dark: heal 40%, and the foe can't heal. It costs no Sun β its price is that you get one use per fight.
The advanced attack, Buttress Bash, arrives at level 40 for 6 Sun, dealing 33 damage. Swings a buttress root and pins the foe.
See Moves and Abilities for how the slots and Sun costs work.
A card keeps at most two always-on traits β drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:
Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.
It carries no special keyword chips β it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.
As a hard-bodied card it makes good use of a Calcium/Magnesium soil amendment, which adds flat DEF on top of its already-solid armor. See Field gear for the amendments and how they attach.
Numbers here are read at level 40, where every slot is unlocked. It reads 23 DEF and retreats for 19 Sun.
It opens fast and fades: it tends to land the first blow (opening initiative 25) but is out-paced from turn two onward (sustained Speed 14).
As a native it carries a +15% HP cushion (140 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β it is a buffer.
The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.
By level 100 it hardens into a wall. HP rises to 276 and its wood-density armor to 52 DEF, while ATK climbs to 36. It also grows more rooted β retreat climbs to 40 Sun β and its tempo sinks toward its floor, so an old tree wins by mass and armor, not by moving first.
In the succession chart its category, Broadleaf tree, is a Competitor. It deals Γ1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ1.5 and resist its attacks in return (Γ0.667). Against everything else it is neutral.
The full wheel is on Weaknesses & resistances.
Native to Europe and invasive nowhere, it is a pure buffer: park it to soak damage and feed Sun through its Network. Do not expect it to win the tempo game.
It has no resolved edible part, so any fertilizer you feed it banks Γ1.25 XP rather than coins β treat it as a growth boost.
One note on leveling: it fights as a faster skirmisher until about level 2, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β turn order is only a small lever β so there is no reason to hold it back.
Leveling trades speed for power. A plantβs tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β native adds a HP cushion, invasive an attack edge, neutral neither β with the card at its crossover and fully grown at LvΒ 100.