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Snow on-the-mountain

Euphorbia marginata

The Snow on-the-mountain (Euphorbia marginata) is a Annual forb that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Snowon-the-mountainAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalSuperheroβš” 40β˜€ 0Germination Flushfree1Γ— / battleretreat β˜€33speed 0.56Duff StuffactiveReseedactiveFloormat Chokeoutβš” 34β˜€ 2Snow on-the-mountain β€” full-size photoSnow on-the-mountainEuphorbia marginataLVL 100

Overview

The Snow on-the-mountain is a white-bracted annual spurge. In battle it plays as a Annual forb. It is native to Eastern North America and Western North America, where it takes the defensive buffer role, and invasive in Africa, East Asia, Europe, Oceania, and South America, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Superhero, is available from Level 1 and costs 2 Sun, dealing 34 as a native and 38 as an invasive. Its effect: Rallies the whole patch β€” the blow carries onto the bench.

The free ability, Germination Flush (Level 25), costs no Sun because it is once per battle: The seed bank breaks at once: +4 ATK, kept for the match.

The advanced attack, Floormat Chokeout (Level 40, 6 Sun), deals 28 native and 31 invasive: Mats the floor and reaches the whole back row β€” the foe wilts. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Duff Stuff, a real defence that lifts its effective DEF by half the summed DEF of your still-standing benched ruderal allies, so it hardens behind a full bench and softens as those allies faint. From Level 68 a second, different trait stacks on top: Reseed, which leaves a fresh Seedling token on your bench on a knockout, once per match. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 2 β€” a soft floor β€” annual forbs sit in the lowest DEF band, so it relies on speed and pressure, not armor. It retreats for 16 Sun. Turn 1 is ordered by its initiative (13) and every turn after by its SPD (34). It is slow off the mark but relentless after β€” outpaced on the opening exchange, then pulling ahead as the fight settles. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 23 native ATK against 34 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 its DEF has barely left the floor even as biomass HP swells toward 190 β€” a bigger, softer body, not a tougher one. Its retreat creeps up to 33 Sun and its once-brisk tempo has collapsed to about 1% of cap, so the fast opener it was as a seedling is gone; late, it is a soft mass that must win before it is worn down.

Weaknesses & Resistances

It is a Ruderal on the succession wheel: it reclaims ground from Specialists (succulents, conifers, ferns and epiphytes), hitting them for 1.5Γ— and resisting their blows, but is crowded out by Competitors (perennial herbs, vines, shrubs and broadleaf trees), which hit it 1.5Γ— and shrug off its own attacks. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A soft, fast annual forb with wide bench reach. Invasive it pressures the enemy bench, but its body is thin; use it to harass and retreat. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its crossover falls around Level 13 native and 15 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, so there is never a 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 13

CrossoverLv 13
HP
63
ATK
15
DEF
1
SPD
49.28
INI
19.03
Retreat
βˆ’8
Tempo68.31
Power71
Fully grownLv 100
HP
190
ATK
41
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power201

Invasivepower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
19
DEF
1
SPD
48.16
INI
18.60
Retreat
βˆ’9
Tempo66.76
Power69
Fully grownLv 100
HP
165
ATK
70
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power205

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
15
DEF
1
SPD
47.60
INI
18.38
Retreat
βˆ’9
Tempo65.98
Power66
Fully grownLv 100
HP
165
ATK
41
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power176

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)