Sicyos angulatus
A very slow Vine card with a strong invasive attack that suppresses whatever it faces and heals itself once matured.
Oneseed Bur Cucumber is a Vine card with both roles: native to eastern North America and invasive in East Asia, Europe and Oceania. Native it is a cushioned bench piece; invasive it is a genuine attacker. See nativity and categories.
The starter attack, Creeping Spread, unlocks at level 1 for 2 Sun, reading 24 native and 27 invasive. Creeps across the foe's whole bench.
The free once-per-battle ability, Liana Loop, unlocks at level 25 and costs no Sun. Loops around the foe β Bind and Wither.
The advanced attack, Strangling Reach, unlocks at level 40 for 6 Sun, reading 30 native and 32 invasive. Tendrils reach past the front line to throttle the whole bench. A real step up from the starter. See moves.
Allelopathy arrives on the first riser at level 10 at full strength, projecting a suppressing aura onto the opposing active plant. It works every checkup without costing a turn, which suits a slow card β it contributes even on turns when the card is acting last.
Adventitious Roots stacks on at level 68, healing this card a little each checkup. Like every sustain effect it triggers roughly 60% of the time rather than every checkup.
The species record lists no toxicity and no trait keywords, so no poison rider applies. For field gear, the thin armour means prevention beats reduction. Its growth habit is a vine, so a Moss Pole does fit this card.
At level 40 native reads 103 HP and 25 ATK; invasive reads 89 HP and 33 ATK β a large step for the attacker role. Armour is 8 and retreat is 16 Sun. Opening tempo is 13, at the bottom of the range, with sustained tempo at 34 β this card acts last in nearly every matchup. Invasive it pays Faustian bench damage per damaging attack and concedes 2 prizes on knockout. See stats.
By level 100 native reaches 190 HP and 46 ATK, invasive 165 HP and 65 ATK, with armour only at 15. Soft-vine divergence. Retreat rises to 33 Sun and the inverted tempo bottoms out, which costs this card little β it was already the slowest thing on the field.
Vine is Competitor: strong into Ruderal β annual forbs, grasses, aquatics and bulbs β and weak to Specialist, meaning succulents, conifers, ferns and epiphytes. See weaknesses and resistances.
A slow attrition card with a respectable invasive attack. Because it acts last, you should expect it to take a hit before it lands one β so lean on the aura, which chips the opposing plant regardless of turn order, and on the self-heal once it matures.
It is a poor lead and a decent follow-up. Send it in after the opposing plant is already committed.
It is not eaten, so a soil amendment earns no matching fertiliser coins and instead banks the Γ1.25 XP an inedible plant pays. 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.