Rook
Warcraft Home
Message Board
Pojo's Books
Card Game
Card of the Day
TCG Strategies
Top 10 Lists
Spoilers
Base Set Spoiler
Writers
Aganej2
Contact Us
Magic
Yu-Gi-Oh!
Pirates
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Rook's Nesting Grounds
Perfecting Druid Rush, Pt. 1
May 4, 2007
Hi, I’m Rook, and this is
my first stab at a WoW TCG article here at Pojo.
I’ve been an avid CCG’er for a while now, and of all of the
ones I’ve played, I’ve found that I enjoy the WoW TCG the
most. There’s just something unique about it. It’s got the
pace of Magic without the fuss. Anyhow, article time.
This is going to be the first in a series of three on a deck
that I’ve been eagerly anticipating running: Telrander rush.
Telrander
Hero / Alliance / Night Elf / Druid / 27 Health
|3|, Flip Telrander  Ready Telrander. Use only while
he’s in cat
form.
Before The Dark Portal, Druids weren’t exactly a feared
class to go up
against. They lacked consistency, and never seemed to make a
good showing at
a regional. The Resto-based Moonshadow didn’t have any cards
that screamed
“win condition”, and Thangal, while potent, lacked
efficiency because of the
hindrances that came with Bear Form. Now that we have
Telrander and Cat
Form, it’s time to get to deckbuilding.
Over the course of the next two weeks, my goal with this
series of articles
is to take a standard, stock Telrander build, see what
works, see what
doesn’t, and go over piece by piece the intricacies of the
deck, discuss why
things are being changed and what they are being changed
into, and how to
counter what you’ll see if you decide that Telrander is the
hero for you.
This is the build I have right now:
Hero: Telrander
=Allies= (18)
x4 Parvink
x4 Apprentice Merry
x4 Jeleane Nightbreeze
x3 Galway Steamwhistle
x3 "Chipper" Ironbane
=Abilities= (26)
x4 Cat Form
x4 Heart of the Wild
x4 Claw
x4 Predatory Strikes
x4 Nature of the Beast
x3 Rake
x2 Swiftshift
=Quests= (16)
x4 Kibler’s Exotic Pets
x4 Zapped Giants
x4 Crown of the Earth
x4 Finkle Einhorn, At Your Service!
=Sidedeck= (10)
x1 "Chipper" Ironbane
x3 Innervate
x3 Cyclone
x3 Hannah the Unstoppable
=Ally Line-up=
I went with the standard low-drops for the format, the
1-cost Apprentice
Merry and 2-cost Jeleane Nightbreeze, as my main attackers.
Untargetable is
a powerful card effect, effectively negating a lot of the
non-warrior ally
destruction, such as the Warlock’s Shred Soul, most Mage
non-AoE abilities,
the Shaman’s Searing Totem, and most Hunter abilities. Plus,
with 2/1 and
3/2, both of these cards have the desired Attack/Health to
suffice in a rush
deck. Expect these two to be staples in Alliance rush decks
and a staple in
this deck. I don’t expect to be taking them out at all over
the next few
articles.
The rest of the allies include Parvink, Galway Steamwhistle,
and “Chipper”
Ironbane. Parvink is a common sight in most Alliance decks,
simply because
she offers the triumvirate of Protector, an ally, and draw
power. Ironbane
is in there because of his powerful destruction ability. Cat
Form is a bit
unstable, and any non-feral ability will take Telrander out
of it. Any
equipment and/or ability destruction has to be ally-based
because of this,
or you risk losing Cat Form through Vanquish or Burn Away.
“Chipper” does
the trick here, and if worse comes to worse, and your
opponent is in a bind
with little to no equipment or ongoing abilities, you have a
3/1 body on a
2-drop.
The final inclusion is Galway Steamwhistle. He serves a
dual-purpose: draw
your opponent’s attacks his way, and to serve as a constant
threat when
coupled with Telrander’s insane attack value potential. If
things go well,
Telrander should be hitting for 3-7 each turn, which when
added to the power
of Merry and Nightbreeze, should serve for some amazing
early-on damage.
Your opponent doesn’t want to be taking two shots of
Telrander a turn, so
when this guy drops, you bet your opponent is going to focus
on taking him
out as soon as possible. The longer he avoids going after
Telrander, the
better. Plus, imagine the possibilities if you manage to
strike with
Telrander for three times (once normally, another with
Steamwhistle, and a
third with Telrander’s flip). If you’ve got a few Predatory
Strikes or
Nature of the Beasts down, that’s some massive damage.
=Abilities=
The standard fare for most of the Telrander-based decks I’ve
been seeing,
with a few noticeable changes. Four of each of Predatory
Strikes, Heart of
the Wild, Cat Form, Claw, and Nature of the Beast. I went
with only 3 Rakes
for right now, because in testing, I found that I wished
they were something
else quite often, and I wanted to try and squeeze in more
room for some
allies without pushing the deck size too high. The
Swiftshifts are a bit of a
question mark in my mind right now, and I’m thinking that
with the next part
of the article, I’ll probably go back to running 4 Rakes and
no Swiftshifts.
It depends on how often I find myself having Cat Form or
Claw in my hand or
within easy access. Test playing against myself this week
has proven to me
that there are many cases in which Swiftshift has proved
useful, but there
are others where it just becomes a resource.
=Quests=
Right now I’m running x4 of the ability-searching and the
ally-searching
quests, Kibler’s and Zapped Giants, as this is what he deck
is based around.
The other two, Crown of the Earth and Finkle Einhorn, At
Your Service!, are
there for more viable hand management. Crown of the Earth is
the new Night
Elf-bonus quest that came out of The Dark Portal, and it
serves to allow one
to recycle dead cards in-hand for ones that will work for
you, and gives you
an additional card to boot, whereas Finkle is going to bring
back a Merry,
Nightbreeze, Galway, or “Chipper” (especially a “Chipper”)
to continue the
rush, and since those four allies make up five of the ones
that I’m using in
this deck, why not?
=Sidedeck=
This is the biggest question mark I have right now, and one
I’m sure will be
adjusted as time goes on. Hannah is in there to help me out
against those
large protectors that the Horde can drop (namely the two
Guardian allies).
Cyclone serves to take out opposing threats as well as allow
for more time
to get your win pieces together (especially if you haven’t
hit Cat Form yet.
Even if you have, having two free resources to just pick it
back up at the
end of the turn will be worth taking out your opponent’s
biggest protector
or keeping that solo warrior from smacking you for a few
more turns).
Innervate is to help with the severe lack of draw power this
deck is plagued
with, and often times, you’re going to get a Cat Form or
Claw with your
three draws anyway, so breaking Cat Form isn’t too much of a
worry. And the
final “Chipper” is in there for those solo decks as well as
ones that
require a lot of ongoing abilities, much like this one.
I’ve got a local tournament this Friday, and it will be my
first opportunity
to test this deck out. Right now, I see solo warrior, frost
mage control,
shaman rush, and hunter rush consistently. I’m interested to
see how the
deck and the deck-type itself stands up against some of the
more popular
(solo warrior, shaman rush) decks of this format.
Here are the articles I plan on doing over the next two
weeks:
- Perfecting Druid Rush, Pts. 2 and 3
- Horde VS Alliance: Allies
- Observing Allies: Guardian Steppestrider and Steelhorn
- Observing Allies: Long-Range Prowess
- Hands-On Heroes: Anchorite Kalinna, Draenei Disc. Priest
- Deck-Fix Pt. 1: [Your Deck Here]
If you would like me to do deck fixes for you, or if you
have any questions,
comments, or just general banter, my e-mail is RookMaster@hotmail.com.
I
look forward to hearing from you.
- Rook
|