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False Solomon's Seal

Maianthemum racemosum

A slow-cruising Poison herb: hits solid and keeps a fruit-coin role, but it is out-paced from turn two.

XP 100%SUN 120HP 165False Solomon's SealPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 36β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€22speed 0.37Basal RosetteactiveDeep TaprootactiveBitter Endβš” 38β˜€ 2False Solomon's Seal β€” full-size photoFalse Solomon's SealMaianthemum racemosumLVL 100

Overview

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.

Moves

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).

Abilities

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:

  • From level 10: Basal Rosette: a ground-hugging rosette that shrugs off grazing, worth a small standing DEF bump.
  • From level 68: Deep Taproot: anchored too deep to pin β€” it is immune to Bind, so a foe cannot lock it in place, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

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.

Stats

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 1–15). 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.

At Level 100

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.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

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 Γ—1.25 coins β€” a steady, low-effort earner. Any other nutrient banks Γ—1.25 XP instead. It leans on its speed edge until about level 17, after which its growing bulk and attack take the lead.

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 17

CrossoverLv 17
HP
69
ATK
18
DEF
1
SPD
31.22
INI
48.27
Retreat
βˆ’8
Tempo79.49
Power80
Fully grownLv 100
HP
190
ATK
50
DEF
1
SPD
0.37
INI
0.57
Retreat
βˆ’22
Tempo0.94
Power219

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
20
DEF
1
SPD
29.73
INI
45.97
Retreat
βˆ’8
Tempo75.70
Power78
Fully grownLv 100
HP
165
ATK
50
DEF
1
SPD
0.37
INI
0.57
Retreat
βˆ’22
Tempo0.94
Power194

Sources

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