Gouania polygama
A native-only vine with the highest attack in this batch but almost no armor, playable as a fragile native aggressor.
Liane savon is a vine: a card with respectable attack but very thin armor. It is native across eastern and western North America and South America and has no introduced range, so it only ever holds the native buffer role β there is no invasive attacker version to face.
The starter attack, Tendril Whip, is available from Lv 1, costs 2 Sun and deals 35 damage β the hardest-hitting starter in this batch: A lashing tendril.
The free once-per-battle ability, Canopy Weight, unlocks at Lv 25 and deals no damage β Loads the crown until it breaks: +8 ATK, and the foe is pinned. The self-buff plus a pinned foe makes a strong opening tempo play.
The advanced attack, Choke Point, unlocks at Lv 40, costs 6 Sun and deals 24 damage: Finds the narrow spot and closes it β the foe stalls and wilts. No move here carries an initiative rider.
From its trait schedule it keeps Thigmotropic Coil from Lv 10 and Adventitious Roots from Lv 68. Thigmotropic Coil is a contact retaliation: when an attacker strikes it, its touch-directed coiling Binds the attacker in place so it cannot retreat. Adventitious Roots is a steady regen: its aerial roots keep drawing water to restore about 2% of max HP every checkup, and unlike the chance-based sustain heals this one is reliable β it fires every checkup, not on a 60% roll. Its toxicity is none and it holds no Toxin trait, so it does not poison attackers on contact.
This is an unarmed, non-toxic vine, so an attacker takes no recoil from it. Vines are usually eligible for the Moss Pole, which is keyed on a climbing growth habit rather than the battle category β check the card's habit before committing the gear. For other field gear, a Calcium/Magnesium amendment is the most useful pick to shore up its very low DEF.
At the snapshot level of 40, ATK reads 25 β the best in this batch β over an HP pool of 103 (with the 15% native cushion). DEF, though, is only 8, so it hits well but cannot take a hit. Its opening tempo 32 and sustained tempo 34 are close, tilting slightly toward the sustained side, so it holds roughly even turn-order pace across a fight. Retreat costs 16 Sun. See stats.
By the endgame HP grows to 190, but DEF stays low at 15 β a vine never becomes a wall, so it remains a glass body that leans on offense. Retreat rises to 33 Sun and the inverted tempo sinks to roughly its floor, so it is slow off the mark by the endgame.
As a vine it is a Competitor: strong (Γ1.5) into Ruderal cards and resisted (Γ1.5 against it) by Specialists. See weaknesses & resistances.
Play it as a fragile native aggressor: open with the strong starter or the +ATK ability, land damage early, and get value before its thin armor gives out. It needs bench backup, because it will not survive a sustained exchange against a real attacker. It is not edible, so any fertilizer banks Γ1.25 XP rather than coins. Its native crossover sits around Lv 21; below it the card leans on tempo, above it on its attack.
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.