[spellbook]
[spellbookheader]
[spellbookname]The Procrastinator[/spellbookname]
[mage]A Druid Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[mwcard=MW1A09]1 x Jet Stream[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J22]3 x Tanglevine[/mwcard]
[mwcard=MW1W04]1 x Wall of Thorns[/mwcard]
[mwcard=DNJ02]2 x Corrosive Orchid[/mwcard]
[mwcard=DNJ06]1 x Nightshade Lotus[/mwcard]
[mwcard=DNJ08]5 x Seedling Pod[/mwcard]
[mwcard=DNJ09]1 x Samara Tree[/mwcard]
[mwcard=DNW01]3 x Bloodspine Wall[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[mwcard=DNJ10]1 x Stranglevine[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=DNC21]3 x Thornlasher[/mwcard]
[mwcard=MW1C18]1 x Gorgon Archer[/mwcard]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[mwcard=DNC10]2 x Raptor Vine[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=DNC17]1 x Tataree[/mwcard]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[mwcard=MW1C07]1 x Cervere, The Forest Shadow[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E23]1 x Jinx[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q18]1 x Mage Staff[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=DNI08]3 x Dissolve[/mwcard]
[mwcard=DNI07]3 x Dispel[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[mwcard=FWI17]1 x Force Push[/mwcard]
[mwcard=DNI02]2 x Burst of Thorns[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MWSTX2FFI03]1 x Disarm[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Opening:Turn 1 (19): Samara Tree [7] (treebond) + Gargoyle Sentry [11] -> (1)
Turn 2 (11+1): Seedling Pod [3] + Seedling Pod [3] + Tataree [6] -> (0)
Turn 3 (10+1): Seedling Pod [3] + Enchantment [2] + Enchantment [2] -> (5)
TheoryThe objective with this deck is to have a viable Samara Tree build. I do not claim that this deck is the most amazing thing since Aviary, but it is capable of holding its own surprisingly well (surprising given the general opinion regarding Samara Tree).
Many people compare Samara Tree to Vine Tree and ask the reasonable question: "Why should I use Samara Tree when Vine Tree does the same thing, only better? It is true that Vine Tree can cast Seedling Pods, and that it has the added advantage of being able to cast vine spells and place an extra vine marker, while the Samara Tree's only obvious advantage is that you can reuse seedling pods. Nonetheless, Samara Tree does have a few advantages compared to Vine Tree:
1. If your deck is built for use of seedling pods, Samara Tree is obviously the better choice. So if you can find a strategy that makes good use of seedling pods, it is superior.
2. Currently, the cheapest interceptor in the game is the Gargoyle Sentry, at 11 mana. If you cast Vine Tree, you will not be able to summon an interceptor until round 2 at the earliest, because Vine Tree costs 9 mana. With Samara Tree (7 mana), it is possible to cast Gargoyle Sentry or Guardian Angel round 1. This is extremely relevant when facing hyperaggressive mages like Johktari and Forcemasters. No matter which tree is chosen, treebonding gives a Druid tremendous defensive capabilities, and Samara Tree enables earlier, stronger protection than Vine Tree does.
3. This is just conjecture, but I suspect the sight of a Samara Tree will inspire aggression in most players. I don't have enough evidence to verify this though. Forcing your opponent to advance sooner than they might otherwise have done can be useful; if they are moving then they have a harder time preparing threats.
Now - why use seedling pods? It is a mistake to think of them as primarily mana generators, though they certainly do become that if left unattended for too long. It is also a mistake to think that the advantage lies in being able to cast any plant, because there are not enough non-vine plants for this to matter. The main benefit of a Seedling Pod is that it lets you postpone your decision about what to cast until you have seen what your opponent is doing - i.e., to Procrastinate. Normally, in the early game actions are at a premium and you have to use them or lose them. Sometimes, you make a choice that later turns out to be ineffective against your opponent's strategy. With a Seedling Pod, you can bank your action and then get it back later, making it easier to react to your opponent (and harder for them to react to you).
It is worth mentioning that the benefits of Procrastinating are strongest in the early-mid game. In the late game, quick reactions become more important. As long as you have your tree cast a Seedling Pod as often as possible, though, you should still be able to react almost as fast as the Vine Tree using the stored actions from previous turns.
Presently, the selection of options to cast with the pod is a bit limited, though there still is enough variety to make Procrastinating beneficial. In the future, as more plant spells are released, this strategy will grow stronger. Each plant is a tool in the Procrastinator's toolbox, to be used when needed.
In Practice:I tested my Procrastinator build against a slightly modified version of
this build earlier today. My opponent's strategy simply consisted of summoning Skeletal Knights and Bridge Trolls (along with equipment and various enchantments) and directly attacking my mage or (if not available) my other plants. I took heavy damage early on, but then my plants overwhelmed my opponent's army. The game ended with a boulder to the face followed up with a 6-die attack from my (buffed) Druid. I had 4 damage on my Druid at the end due to her spectacular regenerative abilities (via Barkskin).
Some observations:
- Tataree is fantastic. More on how best to use him below.
- I usually do not cast many enchantments, but found myself casting a lot. This build works well with enchantments.
- I only ever had 4 Seedling Pods out at a time. 5 may be overkill, though I might have been able to put out another if my opponent had been less aggro.
- Vine Raptors are amazing guards, especially when enchanted with Rhino Hide
- Vine tokens are great for blocking your opponent's escape, especially since you use them much less.
How to Use TatareeHere is a simple heuristic you can follow to optimize use of Tataree's ability:
1. Which do you need more: actions or mana?
If actions, go to 2
If mana, go to 3
2. Do the first available action from the following list:
1. Pollinate a pod with exactly 1 mana.
2. Pollinate a pod with 2+ mana or the Samara Tree
3. Pollinate a pod with exactly 0 mana.
3. Do the first available action from the following list:
1. Pollinate a pod with 2+ mana or the Samara Tree
2. Pollinate a pod with exactly 1 mana.
3. Pollinate a pod with exactly 0 mana.
Note: When choosing between pollinating a 2+ mana pod or the Samara Tree, you should pollinate whichever one you think is more likely to cast a spell next round.
Here's the logic:
- If a pod has 1 mana, pollinating it will allow it to bloom on the following round (2+1 from channeling), so this is highest priority if you are in need of actions. In other words, pollinating a 1 mana pod gives you <+1 action> next round, relative to not pollinating anything.
- If a pod has 2+ mana, pollinating it will give you an effective discount if you decide to let it bloom on the following round. Mana soon is better than mana later. <+1 mana>
- Similarly, pollinating the Samara Tree will give you a discount on the next pod you cast. If you think you are more likely to cast a pod than to let a pod bloom, then the tree is a better choice. Usually, you are more likely to want to allow a pod to bloom (unless you are currently Procrastinating). <+1 mana>
- 0 mana pods are the lowest priority because pollinating them does not give you a benefit next round. Never pollinate a 0 mana pod unless you have a really good reason (the rest of your pods are burning with poisoned flames or something) or no other options.
There may of course be occasions where positional considerations make a particular pod more attractive to pollinate than the above would suggest.
Planned changes for the next iteration of this deck- Remove 1 seedling pod
- Add Enchanter's Ring, 2 rhino hides, and Eagle Wings
Enchantments are encouraged in this build, so an Enchanter's Ring is a good investment. I found myself casting a lot of enchantments (Enchantments are another way to procrastinate, though with less flexibility). Rhino Hide is the number 1 enchantment for plants, as it dramatically improves their survival rate.
Anticipated QuestionsWhy no Druid's Leaf Ring?I have found that my Druid on average only personally casts about 2-4 plant spells over the course of the game. Spending 2 mana and one of my precious early-game actions is not worth the measly return.
What is the deal with the Gorgon Archer?You want to encourage your opponent to rush you, counter-intuitive though it may seem, because of the lack of mobility of your army. Gorgon Archer is quite effective at this, and good at deterring the strategy of sniping you from outside your grove of seedlings. Eagle Wings, which I plan to add, makes the Gorgon dangerous even at 0 range. Plus, she can shoot over Bloodspine walls.
Why Cervere, rather than Grizzly?Cheaper. Also, you have no shortage of heavy hitters; Cervere provides mobility and elusive attacks to get around guards.
That's it for now. Suggestions, questions, and comments are welcome, of course.