Dionaea muscipula
The iconic carnivore, and an honestly weak card: it self-feeds for a small bump (+6 ATK, firmer DEF, a touch faster) and steals life about 60% of the time, but its numbers stay low.
Venus Flytrap is a carnivorous plant, and it plays as a Carnivorous card. It is native to Eastern North America and invasive nowhere, so in the arena it only ever fights as a native buffer, never an attacker.
None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β its turn order is set by its tempo (see Stats).
Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:
It carries the Carnivory keyword. It is not Moss Pole-eligible (it is not a climber). Because it self-supplies its own nutrients, a Nitrogen, Phosphorus or Calcium/Magnesium amendment is wasted on it β a Cloche or Mulch is a better slot.
Read at level 40, where every move is unlocked: HP 103, ATK 22, DEF 4, retreat 16 Sun. Its tempo splits the usual way β initiative 8 orders turn 1 and SPD 24 orders turn 2 onward β and it is slower off the mark but steadier afterward β it cruises faster than it opens.
Being native-only, it always fights as the buffer: the +15% HP cushion is baked into that HP, and while benched it projects a green HP overshield bar onto your active. It never takes the invasive attacker role, so it pays no Faustian self-damage and concedes no attacker prizes.
Its one edge over a bare soft card is its self-fertilizing chemistry: a carnivore holds Nitrogen, Phosphorus and Calcium/Magnesium innately and burns them as combat power β Nitrogen adds +6 ATK, Phosphorus multiplies its sustained SPD by 1.15, and Calcium/Magnesium adds +2 DEF on top of its tiny category floor.
Maturity swells its HP toward 190, but its soft category keeps DEF at only 5 β it never becomes a wall. Retreat rises to 33 Sun and its inverted tempo bottoms out; it ends soft but bulky, and a strong attacker still punches through it.
Venus Flytrap is in the Weird category, which sits off the succession wheel entirely: it deals and takes neutral damage against every group, with no strong or resisted matchups.
The iconic carnivore, and an honestly weak card: it self-feeds for a small bump (+6 ATK, firmer DEF, a touch faster) and steals life about 60% of the time, but its numbers stay low. A collection must-have that needs bench support. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β where its rising bulk overtakes its falling speed β at level 1; it only grows stronger with level, so never hold it back.
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.