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Ceylon Bowstring Hemp

Sansevieria spp.

A snake plant with no tracked range β€” a plain neutral card with a Poison kit.

XP 100%SUN 120HP 165Ceylon BowstringHempSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSucculenceDeadly Surpriseβš” 35β˜€ 0Barb Primingfree1Γ— / battleretreat β˜€22speed 0.37SucculenceactiveCaudex ReserveactiveDrought Standβš” 37β˜€ 2Ceylon Bowstring HempSansevieria spp.LVL 100

Overview

This snake plant is a soft perennial herb whose kit primes root chemistry into Poison and pins the foe in place. The game records it in no native or invasive region. So it always plays as a neutral card, holding neither role.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Deadly Surprise, is available from level 1 for 2 Sun. It deals about 29 damage. Looks harmless right up until it isn't β€” Poison.

At level 25 it gains a free, once-per-battle ability, Barb Priming: Raises its barbs β€” Poison and Wither the foe. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Drought Stand, arrives at level 40 for 6 Sun, dealing about 31 damage. Endures and mends β€” heal 15%.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Bitter Principle (from level 10) β€” any attacker that strikes it is Withered, blunting that foe's next blow.
  • Vernalization Memory (from level 68) β€” once it has weathered the cold β€” from turn three onward β€” it bolts for a kept +5 ATK.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 12 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 25) but is out-paced from turn two onward (sustained Speed 23).

It is neither native nor invasive in any region the game tracks, so it always plays as a neutral card: no home-field HP cushion, and no invasive attack edge. Its HP sits at 103 at this level.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 1 DEF β€” leveling buys it bulk and attack (climbing to 40), not toughness. Retreat climbs to 22 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Succulent, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

The game records it in no native or invasive region, so it always plays as a neutral card, without a home cushion or an invasive edge. A serviceable disruptor and collection piece, but its ceiling is capped by having neither role.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 16, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no reason to hold it back.

Total power

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 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.

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
15
DEF
1
SPD
31.59
INI
35.38
Retreat
βˆ’8
Tempo66.97
Power67
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.37
INI
0.42
Retreat
βˆ’22
Tempo0.79
Power184

Sources

  1. iNaturalist β€” Sansevieria spp.
  2. Wikipedia β€” Sansevieria spp.
  3. Plants of the World Online (Kew) β€” Sansevieria spp.