Solanum rostratum
The hardest-hitting starter attack in this collection, on a fast card that leaves a seedling behind when it dies.
Buffalo Bur 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 very dangerous attacker. See nativity and categories.
The starter attack, Yolo, unlocks at level 1 for 2 Sun, reading 52 native and 56 invasive. Throws everything at it — twice. Those are exceptional numbers for a starter attack costing this little Sun — the highest in this batch by a clear margin, and available from level 1.
The free once-per-battle ability, Ruderal Rush, unlocks at level 25 and costs no Sun. Weedy haste — a burst of speed, kept for the match.
The advanced attack, Covercrop Crush, unlocks at level 40 for 6 Sun, reading 33 native and 35 invasive. Blankets the ground — the foe and its bench wither. It hits for considerably less than the starter at three times the Sun cost, so it is an effect purchase only. See moves.
Photoblastic arrives on the first riser at level 10, healing this card a little each checkup. It is doubly conditional: it only works in sunny weather, and like every sustain effect it triggers roughly 60% of the time rather than every checkup. In poor weather it does nothing, so do not build around it.
Reseed stacks on at level 68. When this card is knocked out it leaves a fresh Seedling token on your bench, once per match. It does not save the card, but removing it still costs the opponent a turn and leaves you a body.
The species record lists no toxicity and no trait keywords on this card's schedule, so no poison rider applies despite the genus and the name. For field gear, anything that buys this card an extra turn converts directly into a very large hit. 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. Armour is 2, effectively nothing. 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 armour only at 3. A pure glass cannon at the cap. Retreat rises to 33 Sun and the inverted tempo has sunk to its floor, which matters here because acting first is how this card converts its enormous starter attack.
Annual forb is Ruderal. Ruderal reclaims from Specialist, so this card hits succulents, conifers, ferns and epiphytes harder. It loses to Competitor — perennial herbs, vines, shrubs and broadleaf trees. See weaknesses and resistances.
A premier aggressive card, and unusually one that is at full power almost immediately: its best attack is the starter, available from level 1, so a low-level copy already hits like a much more developed card. Lead with it, act first, and expect to remove things.
The fragility is total — no armour and a normal health pool mean any real hit kills it. The level 68 Seedling helps you recover from that, and the type bonus into Specialist opponents makes its damage even harder to survive.
It is not eaten, so a soil amendment earns no matching fertiliser coins and instead banks the ×1.25 XP an inedible plant pays. See the battle lab.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.