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Central Mexico organ pipe

Lophocereus marginatus

A desert cactus that plays either arena role — a native buffer in North America or an invader in Europe and South Asia — pinning targets and self-healing in almost any weather.

XP 100%SUN 120HP 203Central Mexico organpipeSucculent★★★★SpecialistSpine Jab⚔ 37☀ 0Water Reservoirfree1× / battleretreat ☀25speed 0.68Waxy CuticleactiveCaudex ReserveactivePrickly Situation⚔ 34☀ 2Central Mexico organ pipe — full-size photoCentral Mexico organ pipeLophocereus marginatusLVL 100

Overview

Central Mexico organ pipe is a Succulent that fights as a self-healing skirmisher: it pins on its opening hit, drains with its ability, and regenerates through its two always-on traits. It is native to Eastern and Western North America and invasive in Europe and South Asia, so the arena can field it as a native buffer or an invasive attacker. Its armor is negligible and its damage low; it survives on regeneration rather than force.

Moves

Its starter attack, Spine Jab, unlocks at level 1 for 2 Sun, dealing about 32 damage as a native and 34 as an invasive, and pinning the target. The free once-per-battle ability, Water Reservoir, arrives at level 25: Opens the whole store: heal 50%, and the foe can't heal. The advanced attack, Prickly Situation, unlocks at level 40 for 6 Sun (30 native / 31 invasive) and mends the plant as it strikes. Most of your organ pipe sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Central Mexico organ pipe keeps two always-on traits. Succulence arrives on the level 10 riser and lets it regenerate in any weather; Photosynthesis arrives on the level 68 riser and heals it in sun. Both are sustain traits that fire only about 60% of the time, so the regeneration is steady but not guaranteed, and for most of the card's life only Succulence is active. See Abilities.

Features

Central Mexico organ pipe does not hold the Toxin trait and is non-toxic, so striking it carries no contact recoil and its attacks add no poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear — a Cloche, or a calcium/magnesium amendment for a little DEF — offsets its barely-there armor; as an invasive, offensive gear pushes its aggression. See statuses.

Stats

At level 40 organ pipe reads 121 HP native and 106 invasive, with ATK of 18 native versus 22 invasive — a modest gap, and its raw attack is low either way. DEF is just 1, at the barely-there floor of the succulent band, so it takes hits with no armor and relies on its regeneration instead. Its tempo is front-loaded: turn 1 runs on its initiative (44), which leads, but every turn after on its lower SPD (41), so it opens fast and is out-paced in a long fight. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, organ pipe swells to 233 HP native / 203 invasive and 31 / 39 ATK, but its DEF stays at 1 — as a succulent it buys bulk only in health and none in armor, so it stays fragile against any real hitter. Retreat rises to 25 Sun, and its tempo has sunk to about 1% of cap, so a mature organ pipe acts last against almost anything younger. Maturing does add its Photosynthesis heal.

Weaknesses & Resistances

As a succulent, Central Mexico organ pipe sits in the Specialist succession group. It hits Competitor plants (shrubs, perennial herbs, broadleaf trees) for ×1.5 and takes only ×0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for ×1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, play organ pipe as a durable buffer that pins early, regenerates through exchanges, and lends its HP overshield from the bench; as an invasive, its higher ATK helps, but it still wins by attrition, leaning on its self-healing to grind rather than on force, and paying bench self-damage for the aggression. On economy, it is inedible, so any nutrient banks ×1.25 XP toward faster growth rather than coins. It plays as a quick opener that leans on its bulk as it levels, crossing over around level 27 as a native and 31 as an invasive — 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 27

CrossoverLv 27
HP
97
ATK
16
DEF
1
SPD
50.11
INI
53.40
Retreat
−10
Tempo103.51
Power104
Fully grownLv 100
HP
233
ATK
31
DEF
1
SPD
0.68
INI
0.72
Retreat
−25
Tempo1.40
Power240

Invasivepower overtakes tempo at Lv 31

CrossoverLv 31
HP
91
ATK
19
DEF
1
SPD
47.40
INI
50.52
Retreat
−11
Tempo97.92
Power100
Fully grownLv 100
HP
203
ATK
39
DEF
1
SPD
0.68
INI
0.72
Retreat
−25
Tempo1.40
Power218

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
91
ATK
17
DEF
1
SPD
47.40
INI
50.52
Retreat
−11
Tempo97.92
Power98
Fully grownLv 100
HP
203
ATK
31
DEF
1
SPD
0.68
INI
0.72
Retreat
−25
Tempo1.40
Power210

Sources

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