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Brownish Sedge

Carex brunnescens

A soft grass ruderal that plays only as a Northern Hemisphere native buffer, pooling defence from its benched ruderal allies while it chips at the enemy bench.

XP 100%SUN 120HP 165Brownish SedgeGrassβ˜…β˜…β˜…β˜…β˜…RuderalBlade Runnerβš” 41β˜€ 0Pioneer Swardfree1Γ— / battleretreat β˜€33speed 0.56Fungal EndophyteactiveSpore-driftactiveWildfire Spreadβš” 54β˜€ 2Brownish Sedge β€” full-size photoBrownish SedgeCarex brunnescensLVL 100

Overview

Brownish sedge is a soft Grass that fights as a low-armor ruderal, drawing its staying power from the ruderal allies on your bench. It is native to East Asia, Europe and eastern and western North America and has no invasive card, so the arena only fields it as a native buffer. Its damage is modest and its armor thin β€” this is a support body and a collection piece, not a hitter.

Moves

Its starter attack, Blade Runner, unlocks at level 1 for 2 Sun, a plain strike dealing about 33 damage. The free once-per-battle ability, Pioneer Sward, arrives at level 25: Closes the turf: heal 30%, and the foe's whole bench withers. It is a self-buff that sharpens its attack for a stretch. The advanced attack, Wildfire Spread, unlocks at level 40 for 6 Sun (about 46 damage), splashing the enemy bench as it hits the active. Most brownish sedge sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Brownish sedge keeps two always-on traits. Duff Stuff arrives on the level 10 riser: while the sedge is active, its effective DEF rises by half the summed DEF of your alive benched ruderals β€” annual forbs, grasses, aquatics and bulbs β€” recomputed live, so the cushion fades as those allies faint while the donors keep their own DEF. It is a real, always-on defence, not a chance effect. Spore Drift arrives much later, on the level 68 riser: it chips away at the enemy bench each turn, wearing down cards that never step up. See Abilities.

Features

Brownish sedge is non-toxic: it has 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 a native its armor is thin, so defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” helps it hold the front. See statuses.

Stats

At level 40 brownish sedge reads 103 HP and 28 ATK β€” a middling attack, with no separate invasive form. DEF is just 2, at the soft floor of the grass band, so on its own it takes hits with almost no armor β€” which is exactly what Duff Stuff is there to shore up while its bench holds. Its tempo is back-loaded: turn 1 runs on its low initiative (23) and every turn after on its faster SPD (34), so it opens well behind and then cruises. Retreat costs 16 Sun. As a native it also gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, brownish sedge swells to 190 HP and 52 ATK, but its DEF only reaches 3 β€” as a soft grass it buys bulk in health and almost none in armor, so it stays exposed to any real hitter and still leans on Duff Stuff's pooled defence. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature sedge acts last against almost anything younger.

Weaknesses & Resistances

As a grass, brownish sedge sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Competitor plants (perennial herbs, vines, shrubs, broadleaf trees), which strike it for Γ—1.5 while resisting its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play brownish sedge as a native support body: keep a bench of ruderal allies alive so Duff Stuff can pool their DEF onto it, let its HP cushion and overshield steady your active, and use its bench-splashing advanced attack β€” and, late, Spore Drift β€” to grind the enemy bench alongside its front-line trades. It is a modest card overall β€” low attack and thin armor make it a buffer and a collection piece rather than a carry. On economy, brownish sedge is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a slow-opening cruiser that leans harder on its bulk as it levels, crossing over around level 18 β€” but it is always stronger at higher levels, so there is no reason to hold it back.

Total power

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 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.

Nativepower overtakes tempo at Lv 18

CrossoverLv 18
HP
71
ATK
20
DEF
1
SPD
46.48
INI
31.81
Retreat
βˆ’10
Tempo78.29
Power82
Fully grownLv 100
HP
190
ATK
52
DEF
3
SPD
0.56
INI
0.38
Retreat
βˆ’33
Tempo0.94
Power212

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
21
DEF
1
SPD
44.80
INI
30.66
Retreat
βˆ’11
Tempo75.47
Power76
Fully grownLv 100
HP
165
ATK
52
DEF
3
SPD
0.56
INI
0.38
Retreat
βˆ’33
Tempo0.94
Power187

Sources

  1. https://www.inaturalist.org/taxa/search?q=Carex%20brunnescens
  2. https://en.wikipedia.org/wiki/Carex_brunnescens
  3. https://powo.science.kew.org/results?q=Carex%20brunnescens