Solanum angustifolium
A very fast Annual forb card with a hard-hitting starter, real armour while it holds the front, and a good chance of surviving a knockout.
Beaked Nightshade is a Annual forb card with both roles: native across eastern and western North America and South America, invasive in Africa, East Asia, Europe and Oceania. Native it is a cushioned bench piece; invasive it is a strong attacker. See nativity and categories.
The starter attack, Superhero, unlocks at level 1 for 2 Sun, reading 36 native and 38 invasive. Rallies the whole patch β the blow carries onto the bench. It is the card's hardest hit and its cheapest.
The free once-per-battle ability, Germination Flush, unlocks at level 25 and costs no Sun. The seed bank breaks at once: +4 ATK, kept for the match.
The advanced attack, Seed Grenade, unlocks at level 40 for 6 Sun, reading 33 native and 35 invasive. Bursts its pods across the foe's whole bench. It hits for slightly less than the starter at three times the Sun, so keep leading with the starter. See moves.
Duff Stuff arrives on the first riser at level 10. It is a real always-on defence rather than filler: while this card is your active plant, its effective armour rises based on the litter it accumulates. On a card whose printed armour is close to zero, that is a substantial addition β but note it only applies while the card is out front, not on the bench.
Soil Seed Bank stacks on at level 68: a 50% chance to survive a knockout, returning at a low fraction of health. The highest survival chance in its group, paid for with the weakest comeback. It is a seeded roll rather than something you can influence.
The species record lists no toxicity and no trait keywords on this card's schedule, so no poison rider applies despite the genus. For field gear, gear that keeps it active pairs well with a trait that only works while it is active. Its growth habit is not vine, epiphyte or hemiepiphyte, so a Moss Pole does not apply.
At level 40 native reads 103 HP and 28 ATK; invasive reads 89 HP and 34 ATK. Printed armour is 2 before Duff Stuff is counted. Retreat is 16 Sun. Opening tempo is 51, near the top of the range, with sustained tempo at 34. 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 50 ATK, invasive 165 HP and 67 ATK, with printed armour only at 3. It stays a glass cannon on paper, with Duff Stuff doing the defensive work while it holds the front. Retreat rises to 33 Sun and the inverted tempo has sunk to its floor.
Annual forb 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.
One of the better aggressive cards here. It acts first, its cheap starter attack hits hard, its armour trait works while it is doing the fighting, and it survives a knockout half the time. That is an unusually complete package for an annual forb.
Keep it as your active plant rather than rotating it β Duff Stuff switches off on the bench, and the card is much softer there. Against Specialist-group opponents the type bonus stacks on top.
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.