Arcane Wonders Forum

Mage Wars => Spells => Topic started by: Boocheck on February 16, 2014, 12:11:24 PM

Title: Tataree... reasons to play?
Post by: Boocheck on February 16, 2014, 12:11:24 PM
Hello there fellow mages,

i just stare at tataree for a few minutes but still cannot came up with a reason to play it.

[mwcard=DNC17] Tataree[/mwcard]

If i use it to help my seedling pods, i use 6 mana and one quick action. If i use harmonize, its 4 and with enchant ring 3.

Ability to heal... well if i am forced to heal plants with regeneration, it seems that i did something wrong :)

I am fully aware, that to cast harmonize on more then one spawn point or seedling pods, it cost actions. But it still didnt justify puting tataree into my book. Is there something i didnt see or realize?
Title: Re: Tataree... reasons to play?
Post by: webcatcher on February 16, 2014, 12:17:04 PM
He's a quick action summon, allowing you to get two summons off in the same turn. He's flying and has a great defense so he's hard to kill unless your opponent blows an unavoidable attack on him. I'm not saying he's good but he has uses. My druid opponent uses him to pull  forcefield tokens from my forcemaster and he's a pain to get rid of.
Title: Re: Tataree... reasons to play?
Post by: DeckBuilder on February 16, 2014, 12:24:14 PM
If i use harmonize, its 4 and with enchant ring 3.

Enchant Ring discount only on friendly creatures
Harmonize costs 2 SPs, can be dispelled at range 2
You are putting 2 eggs in 1 basket with an enchant, kill the tree and you lost both

Tataree obviously designed for Samara Tree which (as predicted at previews) hasn't gained favour
So you can move betweem Pods

It's main use is surely as a cheap quick-action guard distractor that can repeat distract if it rolls its great defence?

(I don't play it, just trying to justify its inclusion somehow)
Title: Re: Tataree... reasons to play?
Post by: Zuberi on February 16, 2014, 12:46:28 PM
Tataree is harder to get rid of than harmonize and stacks with harmonize if you really want to boost the plants channelling.
Title: Re: Tataree... reasons to play?
Post by: tarkin84 on February 16, 2014, 12:59:50 PM
In addition to this, it gives you another action marker which is always useful for strategic purposes (it can remove guards or allow your mage to play after your opponent's mage).
Title: Re: Tataree... reasons to play?
Post by: sIKE on February 16, 2014, 01:04:55 PM
And is a mana generator...
Title: Re: Tataree... reasons to play?
Post by: baronzaltor on February 16, 2014, 01:05:30 PM
Just for fun, give it a Bear Strength or Lion Savagrey.. Taratee's attack is Etherial, so with a small buff you can shift gears to destroy incorporeal objects.   Then shift/transfuse the buffs over to something more durable when the opponent gets tired of a butterfly wrecking his stuff.
Title: Re: Tataree... reasons to play?
Post by: gw on February 16, 2014, 02:01:53 PM
Seems that everyone is avoiding the elphant in the room : it's a cute butterfly with nice artwork.  8)
Title: Re: Tataree... reasons to play?
Post by: ACG on February 16, 2014, 02:23:52 PM
If i use harmonize, its 4 and with enchant ring 3.

Enchant Ring discount only on friendly creatures
Harmonize costs 2 SPs, can be dispelled at range 2
You are putting 2 eggs in 1 basket with an enchant, kill the tree and you lost both

Tataree obviously designed for Samara Tree which (as predicted at previews) hasn't gained favour
So you can move betweem Pods

It's main use is surely as a cheap quick-action guard distractor that can repeat distract if it rolls its great defence?

(I don't play it, just trying to justify its inclusion somehow)

As Deckbuilder says, Taratee is designed for a seedling pod strategy. For anything else, she isn't useful. Her purpose is to make seedling pods sprout faster. There is no other way to efficiently make your seedling pods sprout in fewer than 3 turns; harmonize is a waste (because it is destroyed when the seedling pod sprouts), and nothing else will put mana on the pods.

I personally run a Samara Tree/Seedling Pod deck, and I find Taratee to be tremendously helpful in speeding up seedling pod maturation (as always, it isn't about the mana so much as about the actions). But for any other build, Taratee is probably not the best option.

Just for fun, give it a Bear Strength or Lion Savagrey.. Taratee's attack is Etherial, so with a small buff you can shift gears to destroy incorporeal objects.   Then shift/transfuse the buffs over to something more durable when the opponent gets tired of a butterfly wrecking his stuff.

That is a really cool idea - also Bull Endurance (extremely efficient, since life on Taratee is worth more than life on pretty much any other creature) and rhino hide. Regrowth in case an attack gets through - and maybe keep a reverse attack on her... Now I am trying to think of more ways to abuse Taratee's defense. Probably not an optimal strategy, but certainly an extremely amusing one.
Title: Re: Tataree... reasons to play?
Post by: Charmyna on February 17, 2014, 03:24:05 AM
In addition to this, it gives you another action marker which is always useful for strategic purposes (it can remove guards or allow your mage to play after your opponent's mage).

This is the main reason I play it for! Otherwise i'd take a mana crystal since its cheaper and generates mana quicker. The action marker helps alot to make sure you got more creatures than your opponent which can prevent many combat tricks or at least make them less damaging.
Title: Re: Tataree... reasons to play?
Post by: sIKE on February 17, 2014, 08:59:18 AM
In addition to this, it gives you another action marker which is always useful for strategic purposes (it can remove guards or allow your mage to play after your opponent's mage).

This is the main reason I play it for! Otherwise i'd take a mana crystal since its cheaper and generates mana quicker. The action marker helps alot to make sure you got more creatures than your opponent which can prevent many combat tricks or at least make them less damaging.
As a result it gives another before or after creature for Conjurations....
Title: Re: Tataree... reasons to play?
Post by: echephron on October 18, 2015, 02:04:32 PM
necro, but its the most relevent thread so here we go.

When is [mwcard=DNC17]Tataree[/mwcard] gonna get erratad to cost 4 mana rather than 6 (psst, never but i havent taken the opportunity to complain yet). its druid only but even druids barely touch it.

hand of bim shala costs 5 for 1(heal, melee, armor anywhere) before next rounds actions
mana flower costs 5 for 1 mana on caster anywhere before next rounds actions
tataree costs 6 for 1(heal in-zone, mana in-zone) after next rounds actions. Since it has a 1 round delay it should cost 1 less than the above spells. That would make it cost 4.  It currently costs 6.

Now you are replying, its only one-two mana, so it doesnt matter, but it is an economy spell which means people put a lot of efficiency planning into it. When people have comparative economy spells, they pick the cheapest option. Imagine if mana crystal cost 6. 90% of the time people would only use mana flowers.

Tataree has unique benefits(gain an action marker, heal conjurations, non zone exclusive channel booster), so maybe people think those are worth 2 mana. I could handle them being worth one mana(making tataree cost 5). Lets talk about harmonize cast on the mage. It costs one more than a mana crystal, yet people are still using it in tournaments and such. It brings something special that the others don't. It can be a hidden enchantment(tricky), its not zone exclusive, its more durable some ways, and it has the versatility of being castable on spawnpoints for cheap.

if tataree was better, samara would get used(or if samara/seedling pods were better tataree would get used). as-is it really doesnt need to be druid only. imagine a beastmaster loading it up with enchantments for attacks :P.

Also I miss you deckbuilder and would have supported your methods were you still around.
Title: Re: Tataree... reasons to play?
Post by: Mystery on October 18, 2015, 02:33:05 PM
in domination it a qc which grants you melee attcks which is enough to take control of orbs..

with that i had good results but nothing else
Title: Re: Tataree... reasons to play?
Post by: Moonglow on October 19, 2015, 03:00:42 AM
Is there anything like Akiros Favor for defense?  That would seem to boost Tataree's survivability (well all the squashable familiars and related annoyances that feel really cool but die way to easily (Fellella, Huginn, Sosruko looking at you kids).
Title: Re: Tataree... reasons to play?
Post by: Mystery on October 19, 2015, 03:22:51 AM
temple of the dawnbreaker
Title: Re: Tataree... reasons to play?
Post by: wtcannonjr on October 19, 2015, 05:49:05 AM
in domination it a qc which grants you melee attcks which is enough to take control of orbs..

with that i had good results but nothing else

I've been thinking that Seedling Pods are more viable in a Domination battle.

You can spam many of them early and it requires a precious action or two to kill them. This prevents the opponent from making progress against the guardians. I still need to test this in play but it seems to have potential. Tataree works similar since the action to kill it is not used towards orb control. It seems best to have multiple threats in play so your opponent must make tough choices.
Title: Re: Tataree... reasons to play?
Post by: ringkichard on October 19, 2015, 09:23:15 AM
I've been thinking that control is a lot better now than it used to be, and it might be time to re-evaluate Samara Tree.
Title: Re: Tataree... reasons to play?
Post by: Coshade on October 19, 2015, 10:32:39 AM
I've been thinking that control is a lot better now than it used to be, and it might be time to re-evaluate Samara Tree.

Agreed
Title: Re: Tataree... reasons to play?
Post by: DaveW on October 28, 2015, 08:59:26 AM
temple of the dawnbreaker

ToD especially helps with the butterfly being bashed into an arena wall (which is unavoidable) via force push. The Bash is considered an attack. Even being out of school and zone exclusive, the Temple is an interesting addition to a Druid build. Another use for it is with attacks on your tree.
Title: Re: Tataree... reasons to play?
Post by: jacksmack on October 28, 2015, 09:59:39 AM
Another use for it is with attacks on your tree.

The second part is only for creatures .

In case a conjuration ever gets a defense or for some reason have to roll an escape roll then the Dawnbreaker with the current wording could be used.
Title: Re: Tataree... reasons to play?
Post by: Kaarin on October 28, 2015, 10:04:47 AM
temple of the dawnbreaker

ToD especially helps with the butterfly being bashed into an arena wall (which is unavoidable) via force push. The Bash is considered an attack. Even being out of school and zone exclusive, the Temple is an interesting addition to a Druid build. Another use for it is with attacks on your tree.
It will work only if there's someone to guard your tree. ToD's damage dice reroll is for friendly creatures only.
Title: Re: Tataree... reasons to play?
Post by: DaveW on October 28, 2015, 10:21:38 AM
Another use for it is with attacks on your tree.

The second part is only for creatures .

In case a conjuration ever gets a defense or for some reason have to roll an escape roll then the Dawnbreaker with the current wording could be used.

Bummer. Thanks... good catch.

Would be good for Togorah in the same zone though, as Kaarin suggests.
Title: Re: Tataree... reasons to play?
Post by: Slavecutter on April 16, 2017, 10:51:50 AM
Sorry to unearth this post but ...

It's really funny to have Tataree have the deathblow on my friend's Forcemaster, after an 1,5 hour game of back and forth mage warring.
Title: Re: Tataree... reasons to play?
Post by: jacksmack on April 16, 2017, 03:02:26 PM
Tataree is (imo) a must play as druid if including Chant of Rage
Title: Re: Tataree... reasons to play?
Post by: Reddicediaries on April 16, 2017, 04:33:58 PM
Tataree is (imo) a must play as druid if including Chant of Rage
Why?
Title: Re: Tataree... reasons to play?
Post by: RomeoXero on April 16, 2017, 04:38:39 PM
Because of the 3up defence and flying
Title: Re: Tataree... reasons to play?
Post by: Beldin on April 16, 2017, 07:29:41 PM
Because of the 3up defence and flying

Nope I echo the why here.
Title: Re: Tataree... reasons to play?
Post by: Gogolski on April 16, 2017, 07:36:09 PM
I think the only reason to play Tataree is speeding up the three-mana-requirement for Seedling Pods to bloom.

(And if you can pull it off: Dealing the killing blow to the oponent mage with a butterfly reeks of style...)
Title: Re: Tataree... reasons to play?
Post by: Beldin on April 16, 2017, 09:20:40 PM
Vine tree is the better tree thus seedling pods are nice but sub-optimal.
Title: Re: Tataree... reasons to play?
Post by: Kelanen on April 18, 2017, 08:19:19 AM
Because of the 3up defence and flying

Nope I echo the why here.

It forces the opponent creature to try and hit something it can't, and is difficult to hit for the few things that can. If you have a use for both cards, there's certainly nice synergy, there, but I wouldn't put either card in just because of the other. COR and Guardian Angel is much better all around, and universally useful...

Tataree is a mediocre support card for a mediocre strategy (Samara Tree). Elsewhere in Arena it's just really poor, but it is worth having in Domination.
Title: Re: Tataree... reasons to play?
Post by: Coshade on April 18, 2017, 08:43:19 AM
Because of the 3up defence and flying

This sounds neat. Tatree being a qc could be fun tactically. Thanks jack and romeo
Title: Re: Tataree... reasons to play?
Post by: bigfatchef on April 18, 2017, 02:32:10 PM
I still dream about a highly buffed Tataree swinging many dice  8)
Title: Re: Tataree... reasons to play?
Post by: Sailor Vulcan on April 18, 2017, 06:38:30 PM
I still dream about a highly buffed Tataree swinging many dice  8)
Tataree is a quick action. Enchantment Transfusion is your friend.


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Title: Re: Tataree... reasons to play?
Post by: DaveW on April 27, 2017, 11:21:13 PM
Because of the 3up defence and flying

This sounds neat. Tatree being a qc could be fun tactically. Thanks jack and romeo

The defense doesn't keep you from killing it off with a Force Push into the arena wall.
Title: Re: Tataree... reasons to play?
Post by: RomeoXero on April 28, 2017, 12:18:50 AM
But a gator toughness or even better, a glancing blow would. How many sp are you willing to spend to drop a 6 mana qcd lvl1 creature? One force push and im ahead in sp agaist anything but a FM
Title: Re: Tataree... reasons to play?
Post by: Super Sorcerer on April 28, 2017, 08:27:05 AM
ב"ה
But a gator toughness or even better, a glancing blow would. How many sp are you willing to spend to drop a 6 mana qcd lvl1 creature? One force push and im ahead in sp agaist anything but a FM
If you cast gator toughness on it, it becomes a 10 mana and 2 quick actions that costs 2 spellbook points. Against a warlock, it might be a flameblast rather than a force push, and then gator toughness might not be enough.

Tataree's mana generation is nice, and his defense might be useful in removing guard (would remove on average 6 guards before his defense will fail and the counterattack will kill him). Useful to counter these gargoyles, guardian angels and panzerguards.
Title: Re: Tataree... reasons to play?
Post by: Halewijn on April 28, 2017, 10:10:46 AM
Useful to counter these gargoyles, guardian angels and panzerguards.

That is why I think the arena rules about pest should very soon be updated to the academy version. Pre-academy there weren't many pests around but now there are a lot of them. Guarding is often useless because of these asps/fairies/cub/Gremlins/...