Oxalis stricta
A small, non-toxic perennial herb that skirmishes with modest damage and a mid-fight heal, playing either arena role β an East Asian and North American native or an invader across Africa, Europe, Oceania and South America.
Yellow wood sorrel is a small Perennial herb that fights as a light skirmisher: a modest opening hit, a mid-fight heal, and little armor to speak of. It is native to East Asia and both Eastern and Western North America, and invasive across Africa, Europe, Oceania and South America, so the arena can field it either way β as a native buffer or as an invasive attacker. Its own damage sits on the low side, so it wins fights by outlasting rather than out-hitting.
Its starter attack, Bitter Sap, unlocks at level 1 for 2 Sun, dealing about 30 damage as a native and 33 as an invasive. 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, Self-Medicate, unlocks at level 40 for 6 Sun (30 native / 33 invasive). Most of your wood sorrel sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Wood sorrel keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser β that means it works at reduced strength 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.
Wood sorrel is non-toxic: it holds no Toxin trait, so nothing recoils onto an attacker and its hits carry no poison. 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 wood sorrel reads 103 HP native and 89 invasive, with ATK of 26 native versus 36 invasive β the invasive role lifts its attack, though it is a low hitter even so. DEF is just 4, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is front-loaded: turn 1 runs on its initiative (51), which leads the field, but every turn after runs on its lower SPD (34), so it is a quick starter and a slower cruiser. 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, wood sorrel swells to 190 HP native / 165 invasive and 49 / 74 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 wood sorrel acts last against almost anything younger.
As a perennial herb, wood sorrel 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 and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play wood sorrel as a scrappy attrition piece: it heals through exchanges and chips away rather than trading blows, since its own attack is weak. As an invasive its higher ATK helps it press, but it still wins by outlasting; as a native it is a serviceable buffer whose bench overshield props up a stronger active. On economy, it is edible at the leaf, so feeding it Nitrogen pays Γ1.25 coins while any other nutrient banks Γ1.25 XP toward faster growth. It plays as a quick-starting skirmisher leaning harder on its bulk as it levels, crossing over around level 30 as a native and 31 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.