Salvia uliginosa
A weak, low-attack perennial-herb Competitor native to South America and invasive in Oceania, best as a bench buffer and collection piece.
Bog sage is a perennial-herb and a Competitor. It is native to South America (buffer role) and invasive in Oceania (attacker role). It is one of the weaker cards here β low attack and thin armor β and earns its keep on the bench rather than out front.
It opens with Bitter Sap at level 1 for 2 Sun, dealing 27 native / 27 invasive. At level 25 it gains Alkaloid Reservoir β Empties a season of alkaloids into the foe β saturating Poison.. Its advanced attack, Taproot Canal, unlocks at level 40 for 6 Sun, dealing 25 / 25 and healing a little on the strike. No move carries an initiative rider.
It keeps one always-on trait, Resprout (arrives level 10, matures level 68), so it survives one lethal hit at reduced effect for most of its life and reaches full strength only late. It triggers about 60% of the time, so it is a save you can hope for but not count on.
No thorns, no toxin trait, not a climber β no Moss Pole. A calcium/magnesium amendment for flat DEF is its most useful field gear.
At level 40 it reads 103 / 89 HP, a low 19 / 19 ATK, and just 1 DEF. Opening tempo is 37 and sustained tempo 33, so it is quick to move first but eases off as the fight goes on. Native gives a 15% HP cushion and a bench overshield; invasive hits a little harder, pays Faustian self-damage each attack, and concedes 2 prizes on a knockout. Retreat costs 11 Sun.
By level 100 HP reaches 190 / 165 and ATK 33 / 34, but DEF only 2 β biomass without armor. Retreat rises to 21 Sun and its early quickness has faded toward the floor. It gains a bigger body but remains soft and light-hitting.
As a Competitor it deals 1.5Γ to Ruderals and takes 1.5Γ from Specialists, resisting Ruderal hits at 0.667Γ; Weird is neutral. With low attack and thin DEF it loses most straight trades.
Bog sage is a collection-first card. Its low attack means it will not win fights on its own; keep it benched to project an overshield and self-heal, and lean on stronger teammates for damage. It is a modest coin-earner at best. Inedible, so fertilizer banks Γ1.25 XP. It leans on its early speed until about level 25, after which its (limited) bulk leads; level it freely, as higher levels only help.
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.