Breynia disticha
An invasive African shrub attacker with a fast opening strike, armour that arrives at low HP and outright Burn immunity.
Snowbush is a Shrub that fights as an invasive attacker: it opens fast and hits reasonably hard, but brings no supportive tricks. It is invasive across Africa and has no native card, so the arena only fields it as an attacker. Note that both of its traits are defensive: low-HP plating early, and total Burn immunity from level 68.
Its starter attack, Snarl, unlocks at level 1 for 2 Sun, dealing about 31 damage as a straightforward hit. The free once-per-battle ability, Nurse Shrub, arrives at level 25: Shelters the whole bench β evens their health, and calls the fallen back. It is a mid-fight attack boost. The advanced attack, Hedgerow Havoc, unlocks at level 40 for 6 Sun (about 28 damage), sapping the target's strength as it strikes. Most of your snowbush sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Snowbush holds two always-on traits. Marcescence (level 10) is +4 DEF at half HP or below. Lignotuber (level 68) leaves it Burn-proof β an incoming Burn heals the card rather than damaging it. See Abilities.
Snowbush is non-toxic β no contact recoil and no poison rider, so nothing punishes an attacker for striking it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As an invasive, offensive field gear pushes its aggression. See statuses.
At level 40 Snowbush reads 89 HP as an invasive, with ATK of 29 β up from 22 at base, which is what makes it a passable attacker. DEF is 13, in the middling shrub band. Its tempo is front-loaded: turn 1 runs on its high initiative (51) and every turn after on its SPD (34), which is lower, so it leads turn 1 but gets out-paced in a long fight. Retreat costs 16 Sun. As an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, Snowbush grows to 165 HP and 56 ATK, and its DEF reaches 28 β a modest firming in the shrub band, short of a wall. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature Snowbush no longer wins the opening it relied on. Maturing buys damage and some bulk at the cost of that fast start.
As a shrub, Snowbush sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Snowbush as an invasive skirmisher: strike first on turn 1 with its high initiative and sap the enemy's strength, but be ready to retreat before a longer fight turns against its lower SPD. It has no trait to lean on and pays self-damage to its bench for the aggression, so it is a straightforward, unspectacular attacker. On economy, it is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as a fast opener that leans harder on its bulk as it levels, crossing over around level 31 β but it is always stronger at higher levels, 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.