Oenothera biennis
A non-toxic perennial herb that opens by poisoning the enemy active and heals through the exchange β playable as an Eastern/Western North American native buffer or an invasive attacker across much of the world.
Common evening primrose is a Perennial herb that fights as an even-tempo skirmisher: it leads by poisoning the enemy active and mends itself through the exchange. It is native to Eastern and Western North America and invasive across Africa, East Asia, Europe, Oceania, South America, and South Asia, so the arena can field it either way β as a native buffer or an invasive attacker. Its own damage is modest; it wins by attrition rather than by force.
Its starter attack, Crown Split, unlocks at level 1 for 2 Sun, dealing about 44 damage as a native and 52 as an invasive and leaving the target poisoned. The free once-per-battle ability, Seral Persistence, arrives at level 25: Refuses to be replaced: heal 60%, and the foe can't heal. It is a mid-fight mend. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (33 native / 37 invasive) and mends the plant as it strikes. Most of your evening primrose sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
It keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser β a real difference for most of the card's life. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but it fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.
Common evening primrose is non-toxic: it carries no contact recoil and no poison rider on being struck, so nothing punishes an attacker for trading with it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β a Cloche, or a calcium/magnesium amendment for a little DEF β offsets its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 it reads 103 HP native and 89 invasive, with ATK of 26 native versus 38 invasive β the invasive gap is real, though its raw attack stays low even so. DEF is just 4, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and relies on its poison and healing instead. Its tempo is even: turn 1 runs on its initiative (51) and every turn after on its SPD (51), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 16 Sun. As a native it gains an 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, it swells to 190 HP native / 165 invasive and 49 / 78 ATK, but its DEF only reaches 8 β as a soft herb it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature plant acts last against almost anything younger.
As a perennial herb, it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors (perennial herbs, shrubs, trees, vines) and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it as a poison-first skirmisher: lead to poison the enemy active, then heal through the fight while chipping away. As an invasive its higher ATK adds pressure, though it still wins by attrition; as a native it is a serviceable buffer that taxes anyone who trades with it. On economy, it is edible with a resolved root, so feeding it Potassium pays Γ1.25 coins while any other nutrient banks Γ1.25 XP toward faster growth. It plays as an even-tempo skirmisher leaning harder on its bulk as it levels, crossing over around level 36 as a native and 37 as an invasive β but it is always stronger at higher levels, so there is no reason to hold it back.
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.