Aglaonema nitidum
A native-only aroid that is close to a pure collectible — paper-thin armor and a neutral matchup wheel — but it poisons attackers and taunts from level 68.
Aglaonema aroid is a Perennial herb and one of the weaker cards you will meet. It is native to Oceania and South Asia and has no invasive form, so the arena only fields it as a native buffer, never as an attacker. With almost no armor it stays closer to a collectible than a competitive card, though its oxalate needles punish anything that strikes it.
Its starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun for about 28 damage as a plain hit. The free once-per-battle ability, Chronosequence, arrives at level 25: Time on its side: +3 ATK and speed, kept. The advanced attack, Crown Division, unlocks at level 40 for 6 Sun and hits for 38. Most of your Aglaonemas sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.
Aglaonema aroid holds a working trait on each riser. Raphide Bundles (level 10) Poison anything that strikes it for 2 stacks, the oxalate needles doing the work. Sapromyophily (level 68) makes the card a decoy — wherever the engine picks one victim out of a group, it picks this one. See Abilities.
It carries no trait keywords and is non-toxic, so nothing punishes an attacker for hitting it: no contact recoil and no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche helps a little, but no gear rescues its armor.
At level 40 Aglaonema aroid reads 103 HP and 20 ATK. DEF is just 1, at the very floor of the carrion-aroid band, so it takes hits with essentially no armor. Its tempo is a slow start into a faster cruise: turn 1 runs on its initiative (39) and every turn after on its SPD (41), so it is out-paced early but relentless in a drawn-out fight. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, Aglaonema aroid reaches 190 HP and 35 ATK, but its DEF stays pinned at 1 — it gains bulk purely in health and never any armor, so a single real hitter can still fold it. Retreat rises to 23 Sun and its tempo has sunk to roughly 1% of cap, so it acts last against almost anything young. Maturing buys health and nothing else meaningful.
As a carrion-aroid, Aglaonema sits in the off-wheel Weird succession group, which has no x1.5 strengths and no x0.667 weaknesses: every matchup is neutral, so it neither punishes nor fears any group. That makes it predictable but never favored. See Weaknesses & Resistances.
There is no dishonest way to sell this one: Aglaonema aroid is a weak, collectible-tier card. As a native it holds a bench slot and lends the HP cushion and overshield; on the field its Raphide Bundles poison attackers and its level-68 taunt draws single-target picks onto it. Its real value is economic — it is inedible, so any nutrient you feed it banks x1.25 XP toward leveling. It fights as a slow skirmisher early and leans on its health as it matures, crossing over around level 29; leveling it still helps, so there is no reason to hold it back.
Leveling trades speed for power. A plant’s 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.