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Venus Flytrap

Dionaea muscipula

The iconic carnivore, and an honestly weak card: it self-feeds for a small bump (+6 ATK, firmer DEF, a touch faster) and steals life about 60% of the time, but its numbers stay low.

XP 100%SUN 120HP 165Venus FlytrapCarnivorousβ˜…β˜…β˜…β˜…β˜…WeirdCarnivoryEnzymeβš” 30β˜€ 0Bog Establishmentfree1Γ— / battleretreat β˜€33speed 0.39Digestive EnzymesactivePeat AcidificationactiveFatal Attractionβš” 41β˜€ 2Venus Flytrap β€” full-size photoVenus FlytrapDionaea muscipulaLVL 100

Overview

Venus Flytrap is a carnivorous plant, and it plays as a Carnivorous card. It is native to Eastern North America and invasive nowhere, so in the arena it only ever fights as a native buffer, never an attacker.

Moves

  • Enzyme (unlocks at level 1, costs 2 Sun) deals 26 damage. Enzymes break the foe down β€” it can't heal.
  • Bog Establishment (unlocks at level 25) is the free once-per-battle ability: Settles the peat: heal 30%, and the foe withers. It costs no Sun.
  • Fatal Attraction (unlocks at level 40, costs 6 Sun) deals 36 damage. Draws the foe all the way in and feeds.

None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β€” its turn order is set by its tempo (see Stats).

Abilities

Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:

  • Carnivory is on from level 1 and never drops: a lifesteal that heals it for roughly half the damage it deals, though it lands only about 60% of the time. As a carnivore it also holds Nitrogen, Phosphorus and Calcium/Magnesium in its own soil, burned as combat power (see Stats).
  • Digestive Enzymes arrives at level 10: when an attacker strikes it, its digestive fluids poison the striker for 2 stacks.
  • Peat Acidification arrives at level 68: the acidic bog chemistry chips the opposing active for 2% of its maximum HP every checkup.

Features

It carries the Carnivory keyword. It is not Moss Pole-eligible (it is not a climber). Because it self-supplies its own nutrients, a Nitrogen, Phosphorus or Calcium/Magnesium amendment is wasted on it β€” a Cloche or Mulch is a better slot.

Stats

Read at level 40, where every move is unlocked: HP 103, ATK 22, DEF 4, retreat 16 Sun. Its tempo splits the usual way β€” initiative 8 orders turn 1 and SPD 24 orders turn 2 onward β€” and it is slower off the mark but steadier afterward β€” it cruises faster than it opens.

Being native-only, it always fights as the buffer: the +15% HP cushion is baked into that HP, and while benched it projects a green HP overshield bar onto your active. It never takes the invasive attacker role, so it pays no Faustian self-damage and concedes no attacker prizes.

Its one edge over a bare soft card is its self-fertilizing chemistry: a carnivore holds Nitrogen, Phosphorus and Calcium/Magnesium innately and burns them as combat power β€” Nitrogen adds +6 ATK, Phosphorus multiplies its sustained SPD by 1.15, and Calcium/Magnesium adds +2 DEF on top of its tiny category floor.

At Level 100

Maturity swells its HP toward 190, but its soft category keeps DEF at only 5 β€” it never becomes a wall. Retreat rises to 33 Sun and its inverted tempo bottoms out; it ends soft but bulky, and a strong attacker still punches through it.

Weaknesses & Resistances

Venus Flytrap is in the Weird category, which sits off the succession wheel entirely: it deals and takes neutral damage against every group, with no strong or resisted matchups.

Gameplay uses

The iconic carnivore, and an honestly weak card: it self-feeds for a small bump (+6 ATK, firmer DEF, a touch faster) and steals life about 60% of the time, but its numbers stay low. A collection must-have that needs bench support. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β€” where its rising bulk overtakes its falling speed β€” at level 1; it only grows stronger with level, so never 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-favored from the start

SeedlingLv 1
HP
46
ATK
15
DEF
3
SPD
39.10
INI
13.37
Retreat
βˆ’5
Tempo52.47
Power59
Fully grownLv 100
HP
190
ATK
34
DEF
5
SPD
0.39
INI
0.13
Retreat
βˆ’33
Tempo0.52
Power196

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
15
DEF
3
SPD
39.10
INI
13.37
Retreat
βˆ’5
Tempo52.47
Power53
Fully grownLv 100
HP
165
ATK
34
DEF
5
SPD
0.39
INI
0.13
Retreat
βˆ’33
Tempo0.52
Power171

Sources

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