Tanacetum vulgare
A soft, hard-hitting herb that plays either role — native buffer or invasive attacker — clinging on through Resprout.
Common tansy is a soft, hard-hitting Perennial herb that plays either arena role — a native buffer or an invasive attacker. It hits harder than most weeds but has almost no armor, clinging on through Resprout. It is native to East Asia and Europe and invasive across Africa, Eastern and Western North America, Oceania, and South America, so the arena can field it either way.
Its starter attack, Steady Growth, unlocks at level 1 for 2 Sun, dealing about 35 damage as a native and 39 as an invasive, a straightforward hit. The free once-per-battle ability, Hemicryptophyte Hold, arrives at level 25: Hunkers at ground level — Bind and Wither the foe. It is a mid-fight mend. The advanced attack, Tonic, unlocks at level 40 for 6 Sun (35 native / 39 invasive), mending the plant as it strikes. Most of your tansy sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Common tansy keeps one always-on trait, Resprout. It arrives at half strength on the level 10 riser and matures on the level 68 riser — a real difference for most of the card's life. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but as a sustain trait it fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.
Common tansy is non-toxic — no contact recoil and no poison rider, so nothing punishes an attacker for striking it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear offsets its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 common tansy reads 103 HP native and 89 invasive, with ATK of 27 native versus 38 invasive — a wide gap that makes the invasive form a genuine hitter for a herb. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and relies on healing instead. Its tempo is front-loaded: turn 1 runs on its high initiative (45) and every turn after on its SPD (44), a hair lower, so it leads turn 1 and stays nearly as quick after. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, common tansy swells to 190 HP native / 165 invasive and 49 / 78 ATK, but its DEF only reaches 2 — as a soft herb it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 23 Sun, and its tempo has sunk to about 1% of cap, so a mature tansy acts last against almost anything younger. Maturing also finally brings Resprout to full strength.
As a perennial herb, common tansy sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for ×1.5 and takes only ×0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for ×1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play common tansy as an aggressive herb: as an invasive its high ATK and fast opening let it hit hard and heal through the reply, with Resprout as a backstop when a hit would drop it; as a native it is a hard-hitting buffer that still heals well. Its armor is paper, so pair the offense with its self-heal rather than sitting to trade. On economy, it is inedible, so any nutrient you feed it banks ×1.25 XP toward faster growth rather than coins. It plays as a fast-opening skirmisher leaning harder on its bulk as it levels, crossing over around level 31 as a native and 32 as an invasive — but it is always stronger at higher levels, so there is no reason to hold it back.
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.