Mayaca fluviatilis
A soft aquatic ruderal that plays either arena role — an American native buffer or an invasive attacker — wilting the enemy active while it pools defence from its benched ruderal allies.
Bogmoss is a soft Aquatic that fights as a low-armor ruderal with a wilting aura, drawing its staying power from the ruderal allies on your bench. It is native to eastern and western North America and South America, and invasive across East Asia, Oceania and South Asia, so the arena can field it either way — as a native buffer or as an invasive attacker. Its damage is modest; its edge is the drain it puts on whatever it faces.
Its starter attack, Colonize, unlocks at level 1 for 2 Sun; it ignores armor and carries no fixed damage number — it hits harder each time it lands. The free once-per-battle ability, Algal Dominion, arrives at level 25: Takes the whole water column — the foe's bench sickens and withers. It is a self-buff that sharpens its attack for a stretch. The advanced attack, Tidal Surge, unlocks at level 40 for 6 Sun (48 native / 49 invasive), mending bogmoss as it strikes and leaving the target poisoned. Most bogmoss sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Bogmoss keeps two always-on traits. Allelopathy arrives first, on the level 10 riser: it projects a wilt aura onto the enemy active, sapping whatever stands across from it. Duff Stuff arrives much later, on the level 68 riser: while bogmoss is active, its effective DEF rises by half the summed DEF of your alive benched ruderals — annual forbs, grasses, aquatics and bulbs — recomputed live, so the cushion fades as those allies faint while the donors keep their own DEF. It is a real, always-on defence, not a chance effect, but for most of the card's life only the wilt aura is online. See Abilities.
Bogmoss is non-toxic itself: it has no contact recoil and no poison rider on being struck. 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 thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 bogmoss reads 103 HP native and 89 invasive, with ATK of 26 native versus 28 invasive — the invasive form hits a little harder. DEF is just 2, at the soft floor of the aquatic band, so on its own it takes hits with almost no armor — which is what Duff Stuff shores up once it comes online. Its tempo is front-loaded: turn 1 runs on its high initiative (51) and every turn after on its slower SPD (34), so it leads turn 1 and gives the tempo back afterward. Retreat costs 16 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.
Matured to level 100, bogmoss swells to 190 HP native / 165 invasive and 46 / 53 ATK, but its DEF only reaches 3 — as a soft aquatic it buys bulk in health and almost none in armor, so it stays exposed to any real hitter and still leans on Duff Stuff's pooled defence. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature bogmoss acts last against almost anything younger.
As an aquatic, bogmoss sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for ×1.5 and takes only ×0.667 from them; it is weak to Competitor plants (perennial herbs, vines, shrubs, broadleaf trees), which strike it for ×1.5 while resisting its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
As a native, play bogmoss as a draining support body: its wilt aura taxes the enemy active, its heal-and-poison advanced attack grinds down a staller, and once Duff Stuff comes online a live ruderal bench thickens its armor. As an invasive its higher ATK lets it push a little more damage, though each hit costs it a slice of its own bench. It is a modest card either way — its value is the aura and the poison, not raw force. On economy, bogmoss is inedible, so any nutrient you feed it banks ×1.25 XP toward faster growth rather than coins. It plays as a fast-opening skirmisher that leans harder on its bulk as it levels, crossing over around level 31 as a native and 34 as an invasive — but it is always stronger at higher levels, so there is no reason to hold it back.
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.