Except when it's more than two actions. 2.33 mana per action a third time and topping off at 2.66 at four plus actions. No other card in the game trades an action for two mana, let alone that amount. If I use amulet once every three turns, I will always have a +2 profit over mana flower. Ultimately, we have to see how valuable 2+ mana per action is.
If you use the Amulet once every 3 turns (assuming you didn't use Leaf Ring to cast the mana flower), you're at +1 mana and will lose in terms of actions. Using it 1 out of every 3 turns just doesn't make sense, but then using it more often doesn't make a lot of sense either. Probably using it 2 out of every 3 turns is the best, but that is still very painful.
With "multiple casts", are you referring to spawnpoint use?
I'm referring to anything that will give you the ability to "make up" for your inability to use your full action if you meditate.
Don't forget stuff like knockdown, snipershot, sleep, and zone attacks (especially sandstorm). Love the card, cool design, but unless you rouse it, opponents still have a turn to fetch whatever silver bullet they pack.
Sandstorm isn't in the game officially yet, though it is a very powerful card (I have issues with an unavoidable ranged quick attack spell with range 0-2 for reasons not relevant to this discussion though). However, since it isn't officially released, I don't think it's much of an issue for now. Of the current zone attacks released, all of them either don't have unavoidable (83.3% chance to miss) or are range 0-0
except for Firestorm, which would be a very painful counter (mostly because it has a decent chance of burning down whatever tree Taratree is on).
A knockdown/sniper shot + melee/ranged attack would probably kill Taratree, but at a cost of 3 mana and 2 actions (as opposed to the 6 mana and 1 action I summoned it with). In terms of tempo I win here. Also that melee or ranged attack is one that isn't damaging me or something more valuable.
Sleep would be highly effective against Taratree (unless the Druid had a Wand of Healing), but I've noticed that most books only have 1-2 copies of sleep. If they want to use it on Taratree I think I'd be ok with that (though I suspect they'd be more likely to sleep Kralathor or Togorah).
I think you're overlooking something about Taratree though; using it as a "poisoned pawn".
However, I think the most effective tool against Taratree is the good ol' Idol of Pestilence. Rousing Taratree doesn't make
any sense to me though, since you'd spend 1 quick cast and 1 mana to...give one of your trees 1 mana (a prime example of things that are just not worth it).
For everyone's sanity, here's a competitively practical example, I'll end my say, and let you and others pick at it.
Druid Ring/Vine Tree vs. Vine Tree/Flower vs. Vine Tree/Amulet.
+2 profit, +2 actions turn 5 vs. +1 profit, +4 actions turn 6 vs. just +1 profit turn 5.
I think you're a bit off here. First you're comparing 2 of them at turn 5 and 1 of them at turn 6 (why not all of them at one turn, or better yet, all of them at say turns 4-6?), and second by turn 6 the Vine/Flower combo gives you +3 actions by turn 6 (though on turn 5 you have -3 mana and +2 actions).
Slam dunk for ring on paper, but what if I get stunned and have a full plant spell?
If you're stunned you can only cast quick spells with your actions iirc, so you wouldn't be able to meditate either. In either case, you could still cast spells from equipment you're wearing (such as Mohktari's branch or Wand of Healing).
What if I get siphoned?
I think I've seen this in play...once, so I'm not used to fighting against it. However, most of my books include a copy of Divine Might and at least 2 ethereal attack spells, so I suppose I would just use those. *Shrug*
What if I have no target to strangle/tangle?
I think I'd be using those spells during the deployment phase (off of Vine Tree), since that way I could deploy a Vine marker and then immediately have it Tangle/Strangle something. I do find it a little incredulous that there would be
no targets in 0-2 or in a zone with a vine marker. Work on positioning more I suppose, or cast a spell off of one of your equipment? The only I can see this happening is if you didn't pay attention to the board position or you were surprised by a teleport (though I repeat myself).
What about upkeep?
I think some of these are getting a little ridiculous. No one's claiming that a particular mana spell is best in all situations, or that specifically the ring is designed to worry about upkeep costs.
It can't absorb legacy costs and ultimately requires you to spend money to make money.
You call mana "money", but mana isn't the only currency in the game. It isn't even the most valuable one.
Every[/b] spell in the game has you spending currency to make other currency (even creatures, where you spend mana and 1 action for more actions), but the Meditation Amulet is the only spell in the game that asks you to spend 1 quick action, 2 full actions, and 4 mana in order to make 2 (and after that 1 full action to make 3).
Druid's Leaf Ring is cheap and can be used on ~80% of the spells a Druid would probably include in a book. It allows you to build up forces for your assault or defend against one equally well. Meditation Amulet only lets you build up, at the highest price of any mana spell in the game.
Opening with Meditation Amulet and Vine Tree tells your opponent on turn 1 that you're planning for a long game and that you're not prepared for an early assault (at the very least, you've wasted mana/actions on something worthless when you're under attack).
Now, I wish Meditation Amulet was viable. I really, really do (I hate it in games when one choice is better than another 99.9% of the time), but in the current meta I don't think it has a realistic place, except perhaps against opponents of a lower skill as a deliberate handicap/teaching tool.