🌿 Supplant WikiPlay Supplant β†’

Sweetbay Magnolia

Magnolia virginiana

Sweetbay Magnolia (Magnolia virginiana) is a broadleaf tree and broadleaf tree card in Supplant β€” a native-only buffer in the Competitor succession group.

XP 100%SUN 120HP 240Sweetbay MagnoliaBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorLeaf Smotherβš” 33β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€41speed 0.37Tannin LoadactiveNetworkactiveTranspiration Drainβš” 35β˜€ 2Sweetbay Magnolia β€” full-size photoSweetbay MagnoliaMagnolia virginianaLVL 100

Overview

Sweetbay Magnolia is a broadleaf tree in Supplant, fielded in the broadleaf tree category. It is native to Eastern North America and South America and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Leaf Smother (starter attack, unlocks at level 1, costs 2 Sun): Buries the foe under a canopy's worth of leaf β€” it weakens. It deals about 26 damage.
  • Leaf Litter (free ability, unlocks at level 25, once per battle, no Sun): Buries the ground in litter β€” the foe's whole bench withers.
  • Transpiration Drain (advanced attack, unlocks at level 40, costs 6 Sun): Pulls water up through the foe and keeps it. It deals about 29 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Network β€” while it is benched it projects a gold Sun overshield bar onto your active plant, of any nativity. It comes in on the level 10 riser.
  • Mycorrhiza β€” it has a 60% chance each turn to heal a benched ally; it does not fire every turn. It comes in on the level 68 riser.

See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, which compounds a tree's already-heavy armour into a harder wall. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 140 HP (with the native +15% cushion already in) and 23 ATK on 23 DEF (heavy, wall-grade armour). Benched, it is a Network carrier β€” a canopy tree β€” so it also projects a gold Sun overshield bar onto your active plant regardless of that plant's nativity (see the overshield in Stats). Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 19 Sun.

It is slow to open but faster once the fight settles: its sustained speed (23, which sets turn 2 onward) outruns its initiative (8, which sets turn 1), so it often takes the first hit and then out-paces the foe from the second turn on.

At Level 100

Grown to level 100, the floor→cap law carries this tree a long way past its level-40 read: HP climbs to 276 and DEF hardens to 51, wood-density armour turning it into a genuine wall, while retreat rises to 41 Sun as it roots deeper. Its inverted tempo, already slow, has sunk to roughly its 1% floor by now — do not expect it to win turn order at the top end.

Weaknesses & Resistances

It belongs to the Competitor succession group. As a competitor it hits Ruderals β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and is resisted to Γ—0.667 by Specialists (succulents, conifers, ferns and epiphytes). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. As a tree it is one of the sturdier cards here β€” real HP and wall-grade armour make it a dependable single-player anchor. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. Bulky from the start, it tips onto a power footing early β€” around level 1 β€” and only leans on turn order below that. Either way it grows monotonically stronger as it levels; turn order is only about a 5% lever.

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
52
ATK
11
DEF
4
SPD
37.30
INI
12.55
Retreat
βˆ’5
Tempo49.85
Power62
Fully grownLv 100
HP
276
ATK
41
DEF
51
SPD
0.37
INI
0.13
Retreat
βˆ’41
Tempo0.50
Power327

Neutralpower-favored from the start

SeedlingLv 1
HP
45
ATK
11
DEF
4
SPD
37.30
INI
12.55
Retreat
βˆ’5
Tempo49.85
Power55
Fully grownLv 100
HP
240
ATK
41
DEF
51
SPD
0.37
INI
0.13
Retreat
βˆ’41
Tempo0.50
Power291

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Magnolia%20virginiana
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Magnolia_virginiana
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Magnolia%20virginiana