Clintonia borealis
A native-only bulb with alkaloid contact poison and a self Sun reserve, a soft but spiky support card.
Corn lily is a bulb: a soft ruderal category that survives underground and stores energy. It is native to eastern North America and invasive nowhere, so it plays only the native buffer role β a +15% HP cushion fielded, an HP overshield projected onto your active when benched.
Its starter, Bulb Toxin (Level 1, 2 Sun), deals 35 and Alkaloid sap poisons the foe. The free ability, Naturalized Sward (25), is Spreads through the whole meadow β the foe's bench withers. β bench-wide pressure. The advanced attack, Split the Difference (40, 6 Sun), deals 50 and Divides into offsets and strikes from both. See Moves.
From Level 10 it holds Lycorine Load: striking it Poisons the attacker (an Amaryllidaceae-style alkaloid dose), and that poison is damage-over-time, so it bypasses any overshield and ignores the target's DEF. At Level 68 Perennating Reserve stacks on β the bulb becomes a stored-energy organ that projects a gold Sun bar onto itself, extra Sun spendable above its base bar, so it can afford its advanced attack more often. Neither is a heal.
No thorns keyword; its contact poison comes from the Lycorine Load trait rather than a toxicity tier. Not Moss-Pole-eligible. Very low DEF, so a Calcium/Magnesium field gear amendment helps; edible (leaf), so Nitrogen pays coins.
At Level 40 it reads 103 HP and 25 ATK, with a soft bulb DEF of 2. Retreat is 16 Sun. Its opening initiative is 13 and sustained SPD is 32: slow to move on turn one, quicker as the fight goes on. Its defense is chemical, not structural β attackers are punished for hitting it rather than blocked.
By Level 100 HP grows to 190 and ATK to 44, while DEF stays soft at 3 β a bulb swells in mass but never armors. Retreat rises to 33 Sun and its tempo eases toward its floor. Leveling buys biomass and a bigger Sun reserve, not toughness.
As a ruderal it hits Specialist categories for 1.5x and is resisted to 0.667x by Competitors; neutral against ruderals and Weird. See the succession wheel.
A soft support card with teeth: field it to poison whatever bites it and to lean on its Sun reserve for repeated advanced attacks, or bench it as an overshield donor. It is edible with a resolved leaf part, so Nitrogen (the leaf fertilizer) pays the 1.25x coin bonus; other nutrients bank XP. It earns coins steadily but wants a sturdier front-liner ahead of it, since its own armor is minimal. It skirmishes on speed until about Level 11, after which its bulk leads β level it freely.
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.