I can also sub if needed, but I'll have to wait 3-4 hours before I can arrive home for the match (and also playtest to get a better feel for the deck).
Any particular playing tips on the Monk deck? I'm not quite sure of how exactly how the deck runs.
I presume that Adren goes on Staves and the Crusaders Endow the Staves (even though Adren doesn't transfer over on Endow). Mitosis on Crusaders for extra healing sources (and/or damage, if opposition is using Titan, Vamp Dagger, Arsenic, etc).
It's a multi functional deck. You have to understand your prioraties.
First, you need to see if they have a weapon you want and if it is better than 5 HP from monks. Sometimes you want that one, sometimes you want to keep the 5 HP.
Secondly, the best way to stall is to use Adrenaline on the staff. If has 7 HP, so it can take most CC to the face and survive, a double dose will kill it. Your Crusaders have 5 HP to start and 7 after the endow. If they use something strong, they won't survive long. Save and pile if that is the case.
Your best damage move is to use Adrenaline on a Crusader. That'll put you at 12 damage from them, like a frog. if you can endow them with something that hits for 4-5, this also works because you'll have them near adrenaline's second breakpoint. Any more damage from them puts them as a bad target for adrenaline.
Mitosis is all The Mormegil. It is the most crazy thing to add into the deck (seeing as you have only 3 cards that it works on) but it will lead to some awesome mid-point amazing-ness. If they don't pack CC, use it on a monk after they are endowed. Remember, quanta balance is key. Don't mitosis a monk till after they are out 1 turn and you'll have 5 light to use. You'll go through light super quick... 5 for 1 monk, then 2 the next turn for endowment. It takes some getting used to.
Pro tips: Sometimes, Adrenaline on one of their creatures is the smartest move you can do... if they have an ability you don't want and your thorn shield is out. Remember, with one staff you heal like crazy so you can take some damage if you deem that is worth it. Mitosis kills your crusader's weapon bonus, so endowing them before they can clone is only useful to make them beefier. If you need speed over that, don't wait. Judge their speed. Sanctuary is powerful, and combined with thorn shield you will be unstoppable after X turns. Do what you can to get to that point.
Problem Matchups: Firestall, Heavy CC: If they have more than 6 sources of CC (bolts + pots for instance) You're in trouble. An added deflag threat makes it problematic to place your pieces at the right time. Fire Sword will kill you eventually. If they have no rage pots, try to get a fast monk out. If you can clone him a few times before they can bolt him, you're healing can deal with the Fire Sword, somewhat. Know your opponent's damage potential. At 75 fire quanta, they need 4 bolts + the Fire Sword. If you can bait one or two, you'll buy yourself a lot of time. It'll come down to how your draws are vs. his. A fire shield will kill most of your potential as well. You can do enough damage with monk cloning, but it'd be super close.
Reverse Time: If Eternity shows up... it's over. Monks are the best defense against this. bait their RT and try to drain their hand... but try to get a saving combo before you bait... they slow you down a lot. It's about the luck here mostly.
PC: You have to bait it. Sanctuaries, thorn shield, staff... they can't kill it all, but they'll aim for our weakest spot. Use your other pieces to great effect and make them wish they choose differently.
Speed: Hope you have a better hand then them.... Hope you get 1 adrenastaff and it survives. Healing 20 a turn is stupid OP.
Hopefully this all helps =P