Rorippa amphibia
An Aquatic card with a small body, a hard-hitting advanced attack, and eventual immunity to Poison.
Great Yellow Cress is an Aquatic card with both roles: native to Africa, East Asia and Europe, invasive in eastern North America. Native it is a cushioned bench piece; invasive it is an attacker. See nativity and categories.
The starter attack, Drown, unlocks at level 1 for 2 Sun, reading 29 native and 29 invasive. Holds it under long enough to miss its turn.
The free once-per-battle ability, Floating Mat, unlocks at level 25 and costs no Sun. Mats the surface over β Bind, and the foe can't heal.
The advanced attack, Floodmat, unlocks at level 40 for 6 Sun, reading 42 native and 42 invasive. Mats over the surface β bind and splash. That is a very large step up from the starter and the clear reason to level this card. See moves.
Aerenchyma arrives on the first riser at level 10 at full strength β flat damage reduction on incoming direct attacks, from air-filled buoyant tissue. On a card with almost no armour, a flat reduction is proportionally a large part of its defence, and it is most valuable against opponents landing many small hits.
Anoxic Tolerance stacks on at level 68 and is an outright immunity to Poison β the plant survives oxygen-free, sulfide-rich sediment, so a damage-over-time effect means nothing to it. Against poison-leaning opponents that turns a losing matchup into a comfortable one. See statuses.
The species record lists no toxicity and no trait keywords, so this card carries no poison rider of its own. For field gear, survivability is the gap β its health pool is smaller than the usual baseline as well as its armour. Its growth habit is not vine, epiphyte or hemiepiphyte, so a Moss Pole does not apply.
At level 40 native reads 84 HP and 26 ATK; invasive reads 73 HP and 27 ATK. Note the health figures run below what most cards in this bracket carry β aquatics are built smaller. Armour is 2, effectively nothing before Aerenchyma is counted. Retreat is a cheap 12 Sun. Opening tempo is 29 and sustained tempo is 48, so it trails on turn one and then moves quickly. Invasive it pays Faustian bench damage per damaging attack and concedes 2 prizes on knockout. See stats.
By level 100 native reaches 147 HP and 48 ATK, invasive 128 HP and 51 ATK, with armour at 3. The body grows but the plating does not β it stays a small, soft card that hits above its weight. Retreat rises to 24 Sun and the inverted tempo has sunk to its floor. Poison immunity is what the matured card really banks.
Aquatic is in the Ruderal succession group. Ruderal reclaims from Specialist, so this card hits succulents, conifers, ferns and epiphytes harder. It loses to Competitor β perennial herbs, vines, shrubs and broadleaf trees. See weaknesses and resistances.
A damage card on a small frame. The advanced attack is genuinely powerful for this bracket, and the cheap retreat lets you land it and withdraw before the thin body is punished. Against Specialist-group opponents the type bonus stacks on top.
The level 68 Poison immunity is the specialist reason to keep it: any opponent whose plan is damage-over-time simply cannot execute it against this card. Below that level it is fragile and unremarkable.
It is edible and its economy group is leaf, so a nitrogen soil amendment pays it Γ1.25 coins β nitrogen rather than the phosphorus most fruit cards want. See the battle lab.
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.