Ghost Orchid
Ghost Orchid is a cost 5 card in Plants on Fire. Rarity: Legendary.
- Ready: Steals 5%/9%/16%/32% ATK from the enemy Minion with the highest ATK (steals no less than 1/2/4/12 ATK).
- Ready
- Effect triggers when both players are ready
In practice
Ghost Orchid steals 5%/9%/16% of the strongest enemy Minion's ATK (32% at 4★) every Ready, with a minimum of 1/2/4 ATK. It weakens the opponent's carry and the stolen ATK goes to your team. ATK 6, 3.5 s interval. Each copy gives the full effect. Tier A in PvP.
Base stats (1★)
Level progression
Permanent account progress: each level adds ATK and costs Gold plus card copies. Star rank (★) is separate and lasts only one match.
Increases the minimum amount of ATK stolen to 2/4/8/24. 2000 Gold · 1 copies
Increases the minimum amount of ATK stolen to 3/6/12/36. 4000 Gold · 2 copies
Gives any ATK stolen to 1 non-Ghost Orchid Minion. 7000 Gold · 4 copies
Increases the ATK stolen to 6%/10%/18%/36%, and the minimum amount to 4/8/16/48. 11000 Gold · 5 copies
Increases the ATK stolen to 7%/12%/20%/40%, and the minimum amount to 5/10/20/60. 16000 Gold · 6 copies
Sun cost to level up
1× · 5 sun
2× · 10 sun
4× · 20 sun
How star fusion works
2 copies at the same ★ merge into 1 copy at the next ★. 4★ only exists in Rumble Chess. In regular Co-op, your partner's Minions get a blue star and don't merge with yours.Card analysis
What this card does inside a deck, from the deck builder's data. It is the same reading the simulator uses to score decks.
Strengths
- Works as Amplifier and Control in a deck.
- It is in tier A for PvP, according to the community tier list.
- Each copy delivers the full effect. Merge only if you run out of tiles or in the round before a Boss.
Role in the deck
What it plays with
- Turns Enemy state into power.
Copies and merging
Each copy delivers the full effect. Merge only if you run out of tiles or in the round before a Boss.
Card data checked against game version 2.0.1021.0.
Rounds: when you can get it
Worked out from the official shop and Sun rules, for players in the 1000–1599 trophy range. It assumes you spend all your Sun on this card, which almost never happens in a real match.
- You can afford 1 copy(ies) (1★) by R1.
- You can afford 2 copy(ies) (2★) by R1.
- You can afford 4 copy(ies) (3★) by R2.
- Chance of showing up at least once in a 3-card shop: R1 66%, R2 69%, R3 71%, R4 74%, R5 76%, R6 78%.
Good against
Deck types I mark as good targets for this card. The reason comes from my research (in Portuguese or English).
- Single Carry: Steals ATK from the highest-ATK enemy on the field, draining the carry.
Works well with
Pairs the community and I find good together. The notes come from my own research and player guides (written in English).
What the community says
AVery strong
Steals ATK from the strongest enemy and never gives it back. Very annoying against single-carry decks (Tomato Twister, Orange Bros, Chomper, Muscle Melon). Underrated.
PvP opinion from when the tier list was made; use it as a reference, not as a game number. PvP tier list by NoControlTower (YouTube), 2026-04-02.
Builds using this card
Captain HP (Lua)
The strongest free-to-play deck according to the community: loses HP on purpose early to power up Headless Jack. No card comes from the paid Battle Pass.
Turnipette + Guaca Sage (Japanese guide)
A climbing deck from a Japanese guide: Turnipette grows on its own and holds the early game, and Guaca Sage, frozen in the Shop, gets ATK from Azure Astrologer and comes in strong.
Club Race 1/3: Conqueror's Temple (no duplicates)
Deck 1 of a set of 3 for the Club Race. Each phase needs its own deck with no Minion repeated between them, and these three share none. This one is for the Conqueror's Temple and is built around Shamaness.