As promised, today we will talk about the other 3 trees the Druid has access to, Samara Tree, Etherian Lifetree, and Mohktari, Great Tree of Life. We'll look at the Samara Tree first.
As I said in my previous post about the Vine Tree, I would use the Vine Tree with my Treebond ability practically 100% of the time. However, that may not hold true for everybody. Some players might choose this tree to use the ability with, or even one of the others we will discuss later.
The Samara tree is more useful with a strategy in which you are being defensive, not aggressive. Let's take a look at why that is so.
Stats
Type: Conjuration
Subtype(s): Plant, Tree
Mana Cost : 7
Casting Type : Quick Action
Range : 0-1
Target : Zone
Level : Nature 2
Defense : N/a
Channeling : 1
Armor : 1
Health : 8
Traits : Spawnpoint, Zone Exclusive, Regenerate 2, Flame +2, Hydro Immunity, Living, Epic, Druid Only.
Special Text : Your Seedling Pod spells gain the Cantrip trait. During the Deployment Phase, Samara Tree may cast 1 Seedling Pod spell.
Strengths
1) Seedling Pods become Cantrip, meaning they get returned to your spellbook instead of being destroyed.
Weaknesses
1) Seedling Pods take a while to gain enough mana to be useful and they can be destroyed pretty easily.
2) Vulnerable to spells that do Fire damage.
3) Weak unless Treebonded to.
So before I can break this down, we need to look at a Seedling Pod to see what it does.
The Samara tree is more useful with a strategy in which you are being defensive, not aggressive. Let's take a look at why that is so.
Stats
Type: Conjuration
Subtype(s): Plant, Tree
Mana Cost : 7
Casting Type : Quick Action
Range : 0-1
Target : Zone
Level : Nature 2
Defense : N/a
Channeling : 1
Armor : 1
Health : 8
Traits : Spawnpoint, Zone Exclusive, Regenerate 2, Flame +2, Hydro Immunity, Living, Epic, Druid Only.
Special Text : Your Seedling Pod spells gain the Cantrip trait. During the Deployment Phase, Samara Tree may cast 1 Seedling Pod spell.
Strengths
1) Seedling Pods become Cantrip, meaning they get returned to your spellbook instead of being destroyed.
Weaknesses
1) Seedling Pods take a while to gain enough mana to be useful and they can be destroyed pretty easily.
2) Vulnerable to spells that do Fire damage.
3) Weak unless Treebonded to.
So before I can break this down, we need to look at a Seedling Pod to see what it does.
As you can see, the Seedling pod needs to be on the field for 3 turns for it to channel enough mana to be used. This is the reason I don't like these. They only have 5 life and no armor so they can be killed pretty easily during those 3 turns. Granted, you could use Tataree to place mana on them so that it takes only 2 turns, but still. I'd personally use the Vine Tree to create vine markers to spread out faster and cover the board. The reason that they are useful is because if the opponent doesn't destroy them, they'll be looking at a bunch of plants on the board very quickly.
Another difference is that the seedling pods can only cast Plant spells. Right now, practically all Vine spells are Plants, meaning they overlap a bit. However, not all the Plant spells are Vines. This means there is more of a variety of spells that the Seedling Pod can cast. However, it is only like 4 or 5 more spells and they are the different trees we are talking about currently. In the future, I'm sure more plant spells will be added, which may make Seedling Pods more useful, but for now, I prefer the Vines.
Another difference is that the seedling pods can only cast Plant spells. Right now, practically all Vine spells are Plants, meaning they overlap a bit. However, not all the Plant spells are Vines. This means there is more of a variety of spells that the Seedling Pod can cast. However, it is only like 4 or 5 more spells and they are the different trees we are talking about currently. In the future, I'm sure more plant spells will be added, which may make Seedling Pods more useful, but for now, I prefer the Vines.
This card is pretty self explanatory.
Stats
Type: Conjuration
Subtype(s): Plant, Tree
Mana Cost : 8
Casting Type : Quick Action
Range : 0-1
Target : Zone
Level : Nature 2
Defense : N/a
Channeling : N/a
Armor : 2
Health : 8
Traits : Regenerate 2, Flame +2, Hydro Immunity, Living, Legendary.
Special Text : All friendly Living creatures in Mohktari's zone gain the Regenerate 2 trait.
This card doesn't need much of a breakdown. All friendly living creatures gain Regenerate 2 while in its zone. However, most of the Druid's creatures already have some type of Regenerate effect, and they do NOT stack. It might make them Regenerate more though (ie Raptor Vine). But again, this only works as long as they are in this card's zone, which means your creatures wouldn't be able to chase around the enemy mage.
Stats
Type: Conjuration
Subtype(s): Plant, Tree
Mana Cost : 8
Casting Type : Quick Action
Range : 0-1
Target : Zone
Level : Nature 2
Defense : N/a
Channeling : N/a
Armor : 2
Health : 8
Traits : Regenerate 2, Flame +2, Hydro Immunity, Living, Legendary.
Special Text : All friendly Living creatures in Mohktari's zone gain the Regenerate 2 trait.
This card doesn't need much of a breakdown. All friendly living creatures gain Regenerate 2 while in its zone. However, most of the Druid's creatures already have some type of Regenerate effect, and they do NOT stack. It might make them Regenerate more though (ie Raptor Vine). But again, this only works as long as they are in this card's zone, which means your creatures wouldn't be able to chase around the enemy mage.
Stats
Type: Conjuration
Subtype(s): Plant, Tree
Mana Cost : 7
Casting Type : Quick Action
Range : 0-1
Target : Zone
Level : Nature 2
Defense : N/a
Channeling : N/a
Armor : 1
Health : 8
Traits : Zone Exclusive, Regenerate 2, Flame +2, Hydro Immunity, Living, Unique.
Special Text : All other Living creatures and conjurations gain Innate Life +2 .
Another pretty self explanatory card. Only thing to mention here is that it says ALL other living creatures and conjurations. That means your opponents' creatures and conjurations too, as long as they are living.
I don't know about you, but I don't like helping my opponent in any way :P So I would never use this card unless it's against a Necromancer or something else that runs Nonliving creatures.
And then, since it's only going to be used against one type of spellbook, I just wouldn't include it and use those 2 spellbook points for something else instead.
Type: Conjuration
Subtype(s): Plant, Tree
Mana Cost : 7
Casting Type : Quick Action
Range : 0-1
Target : Zone
Level : Nature 2
Defense : N/a
Channeling : N/a
Armor : 1
Health : 8
Traits : Zone Exclusive, Regenerate 2, Flame +2, Hydro Immunity, Living, Unique.
Special Text : All other Living creatures and conjurations gain Innate Life +2 .
Another pretty self explanatory card. Only thing to mention here is that it says ALL other living creatures and conjurations. That means your opponents' creatures and conjurations too, as long as they are living.
I don't know about you, but I don't like helping my opponent in any way :P So I would never use this card unless it's against a Necromancer or something else that runs Nonliving creatures.
And then, since it's only going to be used against one type of spellbook, I just wouldn't include it and use those 2 spellbook points for something else instead.