Maianthemum racemosum
A slow-cruising Poison herb: hits solid and keeps a fruit-coin role, but it is out-paced from turn two.
False Solomon's Seal (Maianthemum racemosum) is a Perennial herb in Supplant. A slow-cruising Poison herb: hits solid and keeps a fruit-coin role, but it is out-paced from turn two. It is native to Eastern North America and Western North America and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.
Numbers below are read at level 40, where every move in its kit has unlocked.
Its kit fills in as it levels. The starter attack, Volatile Oils, unlocks at level 1 for 2 Sun: it deals 28 as a native card and 28 as an invasive one. In effect, Releases volatile oils β Poison the foe.
At level 25 it gains its free once-per-battle ability, Chronosequence (no Sun cost, one use per fight): Time on its side: +3 ATK and speed, kept.
The advanced attack, Bitter End, arrives at level 40 for 6 Sun, dealing 30 native and 30 invasive: Bitter to the last β Poison the foe. None of its moves carry the initiative rider, so it never seizes first strike β turn order is decided purely by its tempo stats (see Stats).
Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:
For most of a card's climb it is running on the first of these alone; the second only joins late.
It is non-toxic and unarmed β it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.
Read at level 40: HP about 103 with its +15% native cushion, DEF 1, retreat 12 Sun β a perennial herb holds a low DEF band (a level-100 cap of roughly 1β15). Its attack sits at 27. Turn order runs on two tempo stats: initiative (35) decides turn 1, and SPD (23) decides every turn after. Here initiative leads SPD, so it opens fast and then gets out-paced.
As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.
See Stats for how each number is built.
By level 100 its native health reaches 190 and its attack 50, while its DEF barely leaves its soft band (1) β biomass swells but armor does not. Retreat climbs to 22 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.
Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.
Play it native as a bench buffer β its best job is projecting an overshield onto a stronger active. It has no attacker role. It is edible with a resolved fruit part, so feeding it Phosphorus (P) pays Γ1.25 coins β a steady, low-effort earner. Any other nutrient banks Γ1.25 XP instead. It leans on its speed edge until about level 17, after which its growing bulk and attack take the lead.
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.