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					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 
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