Garus Rook, Stone Golem
Be a stone golem, attuned to nature and armored with rock!
Rook's past is unknown, though he is known to be an old being, connected to nature. He governs the Morningstar Sanctuary, a haven for free thinking, artistic endeavors, and scientific research that is immune to the laws of Flagstone. He is kind, thoughtful, and wise.
Rook's rocky body makes him almost impossible to defeat, though Rook was never particularly interested in hurting others. Rook and his old friend DeGrey are old enough to remember the last time a government stole its citizens' personal freedoms, and DeGrey urged Rook to create an event that would unite the disparate peoples and remind them they are not so different from one another. That event is the Fantasy Strike tournament.
Max Combo: 3
Rock Armor: If your normal attack is hit by the opponent's faster normal attack or special attack, the opponent finishes their combo, then if you were not knocked down, you may discard two cards of the same suit as your attack. If you do, your attack is not interrupted and you may finish your combo.
Defense Mastery: Opponents don't draw when you block their normal attacks.
Normal attacks: x damage, Speed x.8
Normal throws: 10 damage, Speed x.0, Can't Combo, Knocks down
2: Rook 2: Block // Throw (KD) 10 dmg, speed 2.0, Can't Combo
3: Entangling Vines: Block // Throw (KD) 10 dmg, speed 3.0, Can't Combo // *Entangling Vines
Entangling Vines: [During Combat] This block avoids block damage, knocks down attackers, and deals 5 damage to them. When it does, next turn your attacks and throws are 3 speed faster, to a minimum of speed 1.0. (This doesn't return to hand or draw from blocking.)
4: Block // Attack 4 dmg, speed 4.8, 1 CP normal
5: Attack 5 dmg, speed 5.8, 1 CP normal // Stone Wall: Block // *Stone Wall
Stone Wall: [During Combat] This block reflects an attack's damage back to the attacker. (This doesn't return to hand or draw from blocking.)
6: Attack 6 dmg, speed 6.8, 1 CP normal // Throw (KD) 10 dmg, speed 6.0, Can't Combo
7: Attack 7 dmg, speed 7.8, 1 CP normal // Throw (KD) 10 dmg, speed 7.0, Can't Combo
8: Attack 8 dmg, speed 8.8, 1 CP normal // Block
9: Block // Throw (KD) 10 dmg, speed 9.0, Can't Combo
10: Attack 10 dmg, speed 10.8, 1 CP normal // Throw (KD) 10 dmg, speed 10.0, Can't Combo
Jack: Thunderclap: Attack 4 (2) dmg, speed 2.2, 1 CP Linker
Queen: Hammerfist: Attack 9+5 (+1 Any) (1) dmg, speed 2.6, 2 CP Ender // Rolling Stone: Throw 10 dmg, speed 8.4, 2 CP Ender
King: Windmill Crusher: Throw 15 dmg, speed 2.4, Can't Combo // *Windmill Crusher
Windmill Crusher: [During Combat] This beats normal attacks of speed 5.0 or faster, but you still take damage from the normal attack.
Ace: Wall of Vines: Attack 20 (3) dmg, speed 0.8, Can't Combo AA // Checkmate Buster: Throw 50 dmg, speed 0.0, Can't Combo AAAA
Q: How does the Joker (Rewind Time) interact with Rock Armor?
A: After you activate Rock Armor, you can play your face-down Joker or bluff card, then the opponent finishes his combo. Then he can play his face-down Joker or bluff card, then you finish your combo.
Q: Can the opponent use a Joker (Rewind Time) to avoid the damage from my Stone Wall or Entangling Vines?
A: No. Rewind Time Jokers can't prevent damage from abilities.
Q: What if I block an attack with Stone Wall or Entangling Vines, but it gets countered by Smoke Bomb, Crash and Flow, Mental Toughness, or Do As Told?
A: You don't get any benefits from the Stone Wall or Entangling Vines, but you still can't draw a card from blocking with it or return it to hand.