Strike Monk (top 10 legend)

By: ElTurbo
View other Decks by ElTurbo
Posted: 2 months ago
Updated: 1 month ago
Up to date (AllianceWar patch)
Crafting Cost: 11100crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+11
This one takes a little skill and a lot of practice to pilot, but it's a very good deck.

Look for Mournhold Traitors on turn 2 to get some early damage in. Don't be afraid to put down the Cornerclub Gamble and just discard anything that you can't play the next turn or that doesn't synergize with the rest of your hand.

Dune Smuggler buffs your creatures when you move them around, so with Monk's Strike and Swift Strike you can do a surprise 14 damage one-turn kill when your opponent is guarding the other lane.

Leaflurkers make good use of the curses produced by Murkwater Scourge, so does Shearpoint Dragon, so there's plenty of removal tools. Try to hold on to cliff racers and Tazkad if you can get lethal damage in a turn later.

(Grand Ball is a very bad card, it's just in there for fun :) can be replaced with second Mad Dash or an extra creature)

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7 Comments

posted a tri-color spin off of this....titled as such in cyrodiil would love to hear your thoughts/advice
ElTurbo 2 months ago
hi Chad,

Good to see you're having fun with this deck!

When building a deck, I always consider what cards I want to draw and when I want to draw them. An ideal curve for this deck would be Mournhold Traitor on turn 2, Gambler on 3 etc. While tri-color decks are often more powerful because they allow for stronger combinations, this particular deck needs to draw its combo cards (i.e. monk's strike into swift strike) or a Cliff Racer/Tazkad charge to finish the game by turn 12 at the latest - or else a control deck wil heal and stabilize. tri-color decks force you to include 75 cards, which makes it harder to find the missing pieces, so I think a two-color version of a combo-deck would probably be more succesful. (Unless the 3rd color has additional combo pieces, but Purple has no moving-around-and-switching-lanes cards).

I like your addition of bewildering speed, it's one of the new cards that would do well in this deck.
While back-alley footpad is cheaper than gloomlurker, it can't attack and so it doesn't do much except giving a creature cover. 0-cost cards allow you to play more cards on the same turn, however the drawback is that you run out of cards earlier and you usually want to spend as much as your magicka as possible on every turn.

Spoils of war might work in this deck instead of thieves guild recruit, you could give it a shot, however cutting tgr is usually not a good idea in my experience. you're going to need something to play on turn 2, and your going to need cards. In this deck it's even extra useful because even with its 1-attack it can kill the guard that mournhold traitor creates, or ping a creature to finish it off with a leaflurker or shearpoint.
zenfish 2 months ago
Fine deck, kudos on top-ten. Yes, Grand Ball blows ;) I've also had good luck with Bewildering Speed, which buffs even w/o a Dune Smuggler around, and can often hide-n-buff at the same time (or more w. smuggler) for less cost (unless you have a zillion things on board :))

I also can't help but think that a Giant Snake might worm (sic) its way in here somewhere... dropping a Hive Defender for one seems a good trade.

Anyway, grats again and thanks for the share.
Viktor F 1 month ago
Nice deck! Have been on the lookout for a nice smooth monkdeck. I have always thought of grandball as a nice out both on the offensive and defensive, when your opponent switches to shadow and u have all the guards i field... Or visa versa.

Have you tried Penitus Oculatus Agent, House Kinsman or Sightless Skulk?
1 Reply
ElTurbo 1 month ago
I cut Grand Ball for bewildering speed, which is a cheaper and strictly better version :)

Penitus Oculatus Agent is not a terrible card, but it's awkward when you have to play it 'naked' on turn 3 when your opponent has no creatures with keywords. It's very situational. Also, this deck wants as much green as possible with the Nimble Ally. Hive defenders are the only yellow here because they're good in pretty much any deck or situation.

House Kinsman is also not a terrible card, but it wouldn't work in this deck as a stand-alone. It would need more synergy, like last gasp, more sacrifice options like firebloom or betray, things like that.

Sightless Skulk is (again :) also not a terrible card, but if you want to play it on turn 4 and draw a card you need two green creatures on the board, and the chances of your opponent having killed your turn 2 and 3 already are decent. I'd say Murkwater Scourge is a better option, since it gives you at least 1 curse which is very useful, especially with the leaflurkers and shearpoints. Skulk used to show up in Goblin token decks and such sometimes, but it doesn't see much play anymore.
Viktor F 1 month ago
I have tried the deck without sheerpoint, scourge and leaflurker and added 'my guys' and the 5 games i have played so far went to shits haha

I will try bewildering speed and the leaflurker/curse package since most of the time i get overrun because my opponent 'know' i dont have much in the way of removal.
Mani 1 month ago
I played against you on the ladder a few days ago and you were running this list.
(I lost)
Despite initially being a tad salty for practically getting OTK'd, seemingly out of the blue, I have to thank you for reminding me of this deck archetype ^^ I hadn't seen it played in a long time and it was a breath of fresh air amidst all the samey meta decks.

I dropped Dune stalker Finish Off Gloomlurker and Nimble Ally , added Shining Saint x2 Golden Initiate x3 and Dawnbreaker and as of this post, I'm on an 8 game win streak, at legend (#95)

Have a thumbs up, pal!
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