Tradescantia cerinthoides
A very slow Perennial herb card that punishes being struck and, once matured, cannot be pinned in place.
Flowering Inch Plant is a Perennial herb card with both roles: native to South America and invasive in Africa. That single invasive region means the attacker version is only marginally sharper than the native one. See nativity and categories.
The starter attack, Volatile Oils, unlocks at level 1 for 2 Sun, reading 24 native and 25 invasive. Releases volatile oils β Poison the foe.
The free once-per-battle ability, Allelochemical Priming, unlocks at level 25 and costs no Sun. Primes root chemistry β Poison the foe.
The advanced attack, Tonic, unlocks at level 40 for 6 Sun, reading 32 native and 32 invasive. Strikes and mends β heal 15%. A real step up from the starter and the reason to level the card. See moves.
Bitter Principle arrives on the first riser at level 10 at full strength. It is a retaliation trait: when this card is struck, the attacker takes Wither and loses attack power for the rest of the fight. It costs no turn and no Sun.
Deep Taproot stacks on at level 68, granting immunity to Bind. On a card this slow that matters β a slow plant is the natural target for a lock, and this one cannot be locked. See statuses.
The species record lists no toxicity and no trait keywords, so no poison rider applies. For field gear, tempo is the gap; the card is otherwise reasonably sturdy for a herb. Its growth habit is not vine, epiphyte or hemiepiphyte, so a Moss Pole does not apply.
At level 40 native reads 103 HP and 17 ATK; invasive reads 89 HP and 18 ATK. The attack stat is low in both roles. Armour is 4, modest but not zero. Retreat is 16 Sun. Opening tempo is 13, at the bottom of the range, with sustained tempo at 34 β it concedes the first turn almost always. 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 30 ATK, invasive 165 HP and 32 ATK, with armour at 8. The soft-herb pattern: biomass grows, plating barely does. Retreat rises to 33 Sun and the inverted tempo bottoms out, leaving a slow, ordinary card that is at least impossible to pin.
Perennial herb 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.
Be plain about this one: it is a weak card. The attack stat is low in both roles, the invasive step is negligible, and it concedes the opening turn in nearly every matchup. Its advanced attack is a real improvement, but it arrives late and still is not large.
What it does offer is a body that punishes attackers and, from level 68, complete immunity to Bind. That makes it a serviceable blocker against control decks and very little else. Most collections will use it for the family tree rather than the field.
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.