Spathiphyllum wallisii
A poisonous South American aroid built around poison on every move, with a level-68 corm that gives it a real chance to survive a lethal hit.
Peace lily is a Carrion aroid built around poison: every one of its attacks carries a poison rider, letting it grind opponents down over time. It is native to South America and has no invasive card, so the arena only ever fields it as a native buffer for your bench (see nativity). It is a focused poison card on a fragile frame, though its level-68 Corm Reserve gives it a real chance to get back up once.
Its starter attack, Heat Burst, unlocks at level 1 and costs 2 Sun; it strikes and poisons the target, for about 24 damage as a native (27 invasive, though no invasive card exists). The free once-per-battle ability, Cadaverine Flood, arrives at level 25: A wave of corpse-scent β the foe's whole bench sickens. The advanced attack, Fly Trap Deal, unlocks at level 40 for 6 Sun (21 native / 24 invasive); it splashes damage onto the opposing bench, pins the target so it cannot retreat, and poisons on top. Most of your peace lilies sit below level 40, where only the starter is available. See Moves.
Peace lily holds two working traits, and the first is guaranteed rather than drawn. Toxin takes the level-10 riser β a toxic species has it floored onto a riser instead of risking the draw β so the card's attacks apply Poison. Corm Reserve (level 68) is a stored underground reserve: a 35% chance to survive a lethal hit, returning at 30% HP with its statuses shed. Separately from the trait, every species rated above "none" forces a Poison rider onto its attacks as a safety floor, so this card plays as poisonous however you read its trait list. See Abilities.
Peace lily carries the toxic keyword and holds the Toxin trait, so striking it Poisons the attacker at the toxic tier β a bite-back on defense to match the poison on its attacks. That recoil fires in player-versus-player (PvP) too, Sulfur soil does not neutralize it, and only a Cloche-warded attacker absorbs it (see statuses). Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear like a Cloche helps this fragile plant survive long enough to stack its poison.
At level 40 peace lily reads 103 HP with ATK of 16 (native-only, so the 24 invasive figure never applies). DEF is just 1, at the soft floor of its band, so it takes hits with almost no armor. Its tempo is even: turn 1 on its initiative (39) and every turn after on its SPD (39), both the same value, so it neither opens nor cruises fast. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and projects an HP overshield onto your active while benched. See Stats.
Matured to level 100, peace lily gains health to 190 HP and 28 ATK, but its DEF only reaches 1 β it gains bulk in health, never armor, so it stays fragile. Retreat rises to 23 Sun, and its tempo has sunk to about 1% of cap, so it acts last. Maturing buys health and lets its poison out-last tougher opponents; it never buys toughness.
Peace lily belongs to the off-wheel Weird succession group, so it is neutral both ways β it neither gains a Γ1.5 bonus against any group nor suffers Γ1.5 or Γ0.667 from any. Every matchup is even, which makes it predictable but denies it any type advantage. See Weaknesses & Resistances.
Play peace lily as a native poison engine: open with a poisoning strike, use the advanced move to spread poison across the opposing bench and pin a target, and let the contact recoil tax anything that hits back. Because its matchups are all neutral, it is a fine generalist against any type, but its paper armor means it wants a Cloche and a quick retreat under pressure. It is a disruption piece, not a wall. Economically it is inedible, so any nutrient you feed it banks Γ1.25 XP rather than coins. It fights as a fast skirmisher until about level 29, then its bulk takes over as much as a soft plant's can β worth leveling for the poison stacks.
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.