I'm really curious as to how people have been building rush warrior this expansion. I've been laddering with my own version of rush and have really enjoyed it, particularly in the aggro or midrange matchups, but I find it frustrating playing rush minions on an empty board in the control matchups. Thankfully, most people are playing fairly interactive decks so it leads to some nice matchups.
My current deck has been a mix between a whirlwind/self-damage deck and a rush core. Blood Razor and Frothing Berserker are really good tools that seem to combine well with several rush minions like Redband Wasp and Muck Hunter, and I always seem to have some nice targets for my WW effects. I've tooled my deck toward more aggressive starts and with a good Frothing play can close some games out by T6 or T7, but I've added some bigger backbone with the new minions.
Here are my thoughts on some of the new cards I've tried out:
Spirit of the Rhino: I'm always happy when this is down, particularly when it is behind a taunt. However, I've only been running one as it sucks when you're in topdeck mode. I always feel like I'm low on cards so I don't know if a second copy is worth running. I try to save this for a combo with Akali or Amani Warbears so dropping it T6/T7 is not a bad plan.
Akali, the Rhino: This effect is absolutely amazing and I've been able to activate it a number of times. She's only ever survived for a second hit once so I can't say for sure whether the effect is worth the associated cost and activation limitation (overkill on 5 isn't always easy) but I want to work around using her regardless.
Oondasta: This card has been a huge disappointment unfortunately. Most of the time I don't even have a beast to pull or the trade I'm making is inefficient so it would almost make as much sense to just play whatever it's pulling. I may be proven wrong, but this card is actually not that great of an addition. I've added one Direhorn Hatchling for synergy and may put in another.
Amani War Bear: A cool addition to rush decks. I like that it's a defensive tool and it's great when it comes down after a Spirit on T6. Another pull from Oondasta so it's nice to include in that package.
Other than that, I've been toying with all sorts of one-ofs from Battle Rage to Warpath to Acolyte to Execute. I feel like I still need to work on the ratios with these cards but staples like Countess Ashmore, Zilliax and Darius Crowley have fit really well into the deck. I'm still trying to decide on whether to use Scourgelord Garrosh for extra pressure due to the weapon and damage activators or Dr. Boom for the added value.
What thoughts do others have? I'm open to any suggestions for any type of rush deck. I've linked my deck below if anyone wants to give some thoughts on refinement.
This deck is kinda all over the place. The concept is there but you need to define it as control or tempo, I can tell you going more controlish so replacing cards like frothing or red band wasp for more control tools could be better. Also if you add some armour cards as a replacement, you can add some more removal cards like execute, shield slam ect. Also adding armour cards allow for the removal of cards like vicious scale hide. I also think that if this meta does favour aggro decks like zoo discardlock or more odd paladin then an additional warpath would be good tech. if you want my suggestions, here they are.
My version is far more Greedy and promotes bigger minions pulls from Akali, but also adds a lot of anti-aggro which should allow you to get to the later stages while Dr Boom will give you a ton of late value in control vs control matchups.
This deck is kinda all over the place. The concept is there but you need to define it as control or tempo, I can tell you going more controlish so replacing cards like frothing or red band wasp for more control tools could be better. Also if you add some armour cards as a replacement, you can add some more removal cards like execute, shield slam ect. Also adding armour cards allow for the removal of cards like vicious scale hide. I also think that if this meta does favour aggro decks like zoo discardlock or more odd paladin then an additional warpath would be good tech. if you want my suggestions, here they are.
My version is far more Greedy and promotes bigger minions pulls from Akali, but also adds a lot of anti-aggro which should allow you to get to the later stages while Dr Boom will give you a ton of late value in control vs control matchups.
Fair enough. I have a hard time going control with rush decks since rush minions are by default fighting for board control. In your experience, have you just stalled until you can warpath an opponent's board for value and then started dropping rush minions? I wouldn't mind seeing your list. My only issue with adding the execute, shield slam and warpath is I already find myself having dead cards in hand with these spells when I want to contest the board. Perhaps contesting the board isn't so important with a control version.
My version was planned as a midrange/tempo version but I'm struggling with finding the middle ground. Some of the bigger threats seem like they don't fit as well in a midrange deck, and I'd like to have more minions but I'm not sure if they're worth dropping my Warpath for (a spell that seems pretty terrible when you're trying to build your own board).
I'm playing a more weapon-centric version. I cut the Blood Razors in favor of a couple of Fiery Warvaxe and an Arcanite Reaper (along with a copy of Upgrade!) and I run Mithril Spellstone to benefit from them. I also included Hench-Clan Thug given how often I'm swinging. The general plan is to threaten early with cards like Hench-Clan Thug and Bloodsail Raider, use rush minions to bust through taunts and chip away with my existing board, force hard removal and then set up lethal with the spellstone.
I'm a little bit short on card draw/resource generation with my current version, so I'm still tinkering with it (there aren't a whole lot of remedies for that in Warrior right now...). But it's one direction you could go. Also, I feel like you have to run two copies of Spirit of the Rhino; it's really good and you need the consistency, even if the second one won't always come down. You can find card draw/value elsewhere, imo (ideally by cutting those two-drop rush minions).
Oh, and I'm also running Griftah sort of for the memes, but it's a 4/5 body that generates a card for you, and I find it's typically more beneficial to me than my opponent.
I'm playing a more weapon-centric version. I cut the Blood Razors in favor of a couple of Fiery Warvaxe and an Arcanite Reaper (along with a copy of Upgrade!) and I run Mithril Spellstone to benefit from them. I also included Hench-Clan Thug given how often I'm swinging. The general plan is to threaten early with cards like Hench-Clan Thug and Bloodsail Raider, use rush minions to bust through taunts and chip away with my existing board, force hard removal and then set up lethal with the spellstone.
I'm a little bit short on card draw/resource generation with my current version, so I'm still tinkering with it (there aren't a whole lot of remedies for that in Warrior right now...). But it's one direction you could go. Also, I feel like you have to run two copies of Spirit of the Rhino; it's really good and you need the consistency, even if the second one won't always come down. You can find card draw/value elsewhere, imo (ideally by cutting those two-drop rush minions).
Oh, and I'm also running Griftah sort of for the memes, but it's a 4/5 body that generates a card for you, and I find it's typically more beneficial to me than my opponent.
I like the idea of the spellstone and I've used it in past rush decks. However, the 7 mana slot is super full already. If I'm going with a more aggressive tempo version like you're suggesting, do you think it's worth running Garrosh over Boom? Or are you even running a hero card? Do you have the bears, Akali, Oondasta package or are you running more lower-mana pressure? I might try to forgo the whirlwind synergies altogether but I'm worried about the early game without wasps. They're just so strong. Are there any rush minions I'm missing out on that you think are crucial to add?
I tried a lot of things, sometimes more agressive decks and sometimes decks looking like yours, and nothing quite worked out, it makes me sad.
The deck never feels quite agressive enough to beat control and combo and even though it has good match-ups against aggro there's no reason to run this instead of more refined anti-aggro decks
I'm playing a more weapon-centric version. I cut the Blood Razors in favor of a couple of Fiery Warvaxe and an Arcanite Reaper (along with a copy of Upgrade!) and I run Mithril Spellstone to benefit from them. I also included Hench-Clan Thug given how often I'm swinging. The general plan is to threaten early with cards like Hench-Clan Thug and Bloodsail Raider, use rush minions to bust through taunts and chip away with my existing board, force hard removal and then set up lethal with the spellstone.
I'm a little bit short on card draw/resource generation with my current version, so I'm still tinkering with it (there aren't a whole lot of remedies for that in Warrior right now...). But it's one direction you could go. Also, I feel like you have to run two copies of Spirit of the Rhino; it's really good and you need the consistency, even if the second one won't always come down. You can find card draw/value elsewhere, imo (ideally by cutting those two-drop rush minions).
Oh, and I'm also running Griftah sort of for the memes, but it's a 4/5 body that generates a card for you, and I find it's typically more beneficial to me than my opponent.
I like the idea of the spellstone and I've used it in past rush decks. However, the 7 mana slot is super full already. If I'm going with a more aggressive tempo version like you're suggesting, do you think it's worth running Garrosh over Boom? Or are you even running a hero card? Do you have the bears, Akali, Oondasta package or are you running more lower-mana pressure? I might try to forgo the whirlwind synergies altogether but I'm worried about the early game without wasps. They're just so strong. Are there any rush minions I'm missing out on that you think are crucial to add?
I'm not actually running a hero card. I'd probably play Dr. Boom if I had it, but haven't opted to craft it yet. I absolutely love the bears, but I'm not running Oondasta with them. I just really like the Spirit/Darius into Amani War Bear T6-T7 combo. My curve caps out at 7 mana for now.
The only other rush minion I've tried this meta was Sightless Ranger, and it feels a bit weak to me based on the matchups I've played so far. Could be interesting if the meta ends up being dominated by wide board archetypes, though.
I tried a lot of things, sometimes more agressive decks and sometimes decks looking like yours, and nothing quite worked out, it makes me sad.
The deck never feels quite agressive enough to beat control and combo and even though it has good match-ups against aggro there's no reason to run this instead of more refined anti-aggro decks
I think your statement hits the nail right on the head. Despite that, this seems to be a really nice counter to odd rogue and even shaman which are both pretty aggressive board-based decks. But when you're against decks that play nothing on board, it really ruins your plans. And that's why I've been focusing on Frothing, Redband Wasp and Rampage as they ramp up super quickly and become difficult to deal with. That's how I've been closing out matchups early on. The rush minions are nice for blowing up taunts so these threats can make it through.
I'm not actually running a hero card. I'd probably play Dr. Boom if I had it, but haven't opted to craft it yet. I absolutely love the bears, but I'm not running Oondasta with them. I just really like the Spirit/Darius into Amani War Bear T6-T7 combo. My curve caps out at 7 mana for now.
The only other rush minion I've tried this meta was Sightless Ranger, and it feels a bit weak to me based on the matchups I've played so far. Could be interesting if the meta ends up being dominated by wide board archetypes, though.
Oondasta may have to go then. It's such a dead card for so long and sometimes doesn't even benefit me. I was really excited about it because of how it combines with Akali but that's such an unlikely combo for me and really expensive anyway so I may drop Oondasta. I'll keep monitoring its worth and make the decision a bit later.
Any budget suggestions for Darius? I have the rhino dude, but don't want to invest in a rush deck until I sample the playstyle a bit.
Darius isn't necessary. He's good but you can replace him with other rush cards. If you have Oondasta, Direhorn Hatchling is a useful addition but if not, Muck Hunter works in a similar fashion to Darius.
A.bit expensive on the dust side but I've been doing well with this list. Even used it in the brawl! I'm not sure about zihi but theres been some games where it straight up.won for me.
A.bit expensive on the dust side but I've been doing well with this list. Even used it in the brawl! I'm not sure about zihi but theres been some games where it straight up.won for me.
Interesting! I really like that it's a very minion-centric midrange decklist. The fungalmancers, Keleseth and chain gang seem like a nice addition to it. My only worry would be holding down the early game due to losing two drops like the wasp and woodcutter's axe. What has your experience been countering things like zoo and odd rogue that get started right on T1? Also, with a rush package, do you find the Supercollider doing much? Most of my games the enemy board is regularly cleared due to the rush minions.
EDIT: I didn't see Eternium Rover. That should help with early board.
I'm really curious as to how people have been building rush warrior this expansion. I've been laddering with my own version of rush and have really enjoyed it, particularly in the aggro or midrange matchups, but I find it frustrating playing rush minions on an empty board in the control matchups. Thankfully, most people are playing fairly interactive decks so it leads to some nice matchups.
My current deck has been a mix between a whirlwind/self-damage deck and a rush core. Blood Razor and Frothing Berserker are really good tools that seem to combine well with several rush minions like Redband Wasp and Muck Hunter, and I always seem to have some nice targets for my WW effects. I've tooled my deck toward more aggressive starts and with a good Frothing play can close some games out by T6 or T7, but I've added some bigger backbone with the new minions.
Here are my thoughts on some of the new cards I've tried out:
Spirit of the Rhino: I'm always happy when this is down, particularly when it is behind a taunt. However, I've only been running one as it sucks when you're in topdeck mode. I always feel like I'm low on cards so I don't know if a second copy is worth running. I try to save this for a combo with Akali or Amani Warbears so dropping it T6/T7 is not a bad plan.
Akali, the Rhino: This effect is absolutely amazing and I've been able to activate it a number of times. She's only ever survived for a second hit once so I can't say for sure whether the effect is worth the associated cost and activation limitation (overkill on 5 isn't always easy) but I want to work around using her regardless.
Oondasta: This card has been a huge disappointment unfortunately. Most of the time I don't even have a beast to pull or the trade I'm making is inefficient so it would almost make as much sense to just play whatever it's pulling. I may be proven wrong, but this card is actually not that great of an addition. I've added one Direhorn Hatchling for synergy and may put in another.
Amani War Bear: A cool addition to rush decks. I like that it's a defensive tool and it's great when it comes down after a Spirit on T6. Another pull from Oondasta so it's nice to include in that package.
Other than that, I've been toying with all sorts of one-ofs from Battle Rage to Warpath to Acolyte to Execute. I feel like I still need to work on the ratios with these cards but staples like Countess Ashmore, Zilliax and Darius Crowley have fit really well into the deck. I'm still trying to decide on whether to use Scourgelord Garrosh for extra pressure due to the weapon and damage activators or Dr. Boom for the added value.
What thoughts do others have? I'm open to any suggestions for any type of rush deck. I've linked my deck below if anyone wants to give some thoughts on refinement.
This deck is kinda all over the place. The concept is there but you need to define it as control or tempo, I can tell you going more controlish so replacing cards like frothing or red band wasp for more control tools could be better. Also if you add some armour cards as a replacement, you can add some more removal cards like execute, shield slam ect. Also adding armour cards allow for the removal of cards like vicious scale hide. I also think that if this meta does favour aggro decks like zoo discardlock or more odd paladin then an additional warpath would be good tech. if you want my suggestions, here they are.
Remove: 1 rabid worgen, 1 redband wasp, 1 vicious Scalehide, 2 Frothing Berserker, 1 battle rage
Add: 1 warpath, 2 shield block, 1 drywhisker armourer, 1 execute, 1 shield slam
My version is far more Greedy and promotes bigger minions pulls from Akali, but also adds a lot of anti-aggro which should allow you to get to the later stages while Dr Boom will give you a ton of late value in control vs control matchups.
Fair enough. I have a hard time going control with rush decks since rush minions are by default fighting for board control. In your experience, have you just stalled until you can warpath an opponent's board for value and then started dropping rush minions? I wouldn't mind seeing your list. My only issue with adding the execute, shield slam and warpath is I already find myself having dead cards in hand with these spells when I want to contest the board. Perhaps contesting the board isn't so important with a control version.
My version was planned as a midrange/tempo version but I'm struggling with finding the middle ground. Some of the bigger threats seem like they don't fit as well in a midrange deck, and I'd like to have more minions but I'm not sure if they're worth dropping my Warpath for (a spell that seems pretty terrible when you're trying to build your own board).
I'm playing a more weapon-centric version. I cut the Blood Razors in favor of a couple of Fiery Warvaxe and an Arcanite Reaper (along with a copy of Upgrade!) and I run Mithril Spellstone to benefit from them. I also included Hench-Clan Thug given how often I'm swinging. The general plan is to threaten early with cards like Hench-Clan Thug and Bloodsail Raider, use rush minions to bust through taunts and chip away with my existing board, force hard removal and then set up lethal with the spellstone.
I'm a little bit short on card draw/resource generation with my current version, so I'm still tinkering with it (there aren't a whole lot of remedies for that in Warrior right now...). But it's one direction you could go. Also, I feel like you have to run two copies of Spirit of the Rhino; it's really good and you need the consistency, even if the second one won't always come down. You can find card draw/value elsewhere, imo (ideally by cutting those two-drop rush minions).
Oh, and I'm also running Griftah sort of for the memes, but it's a 4/5 body that generates a card for you, and I find it's typically more beneficial to me than my opponent.
I like the idea of the spellstone and I've used it in past rush decks. However, the 7 mana slot is super full already. If I'm going with a more aggressive tempo version like you're suggesting, do you think it's worth running Garrosh over Boom? Or are you even running a hero card? Do you have the bears, Akali, Oondasta package or are you running more lower-mana pressure? I might try to forgo the whirlwind synergies altogether but I'm worried about the early game without wasps. They're just so strong. Are there any rush minions I'm missing out on that you think are crucial to add?
I tried a lot of things, sometimes more agressive decks and sometimes decks looking like yours, and nothing quite worked out, it makes me sad.
The deck never feels quite agressive enough to beat control and combo and even though it has good match-ups against aggro there's no reason to run this instead of more refined anti-aggro decks
I'm not actually running a hero card. I'd probably play Dr. Boom if I had it, but haven't opted to craft it yet. I absolutely love the bears, but I'm not running Oondasta with them. I just really like the Spirit/Darius into Amani War Bear T6-T7 combo. My curve caps out at 7 mana for now.
The only other rush minion I've tried this meta was Sightless Ranger, and it feels a bit weak to me based on the matchups I've played so far. Could be interesting if the meta ends up being dominated by wide board archetypes, though.
I think your statement hits the nail right on the head. Despite that, this seems to be a really nice counter to odd rogue and even shaman which are both pretty aggressive board-based decks. But when you're against decks that play nothing on board, it really ruins your plans. And that's why I've been focusing on Frothing, Redband Wasp and Rampage as they ramp up super quickly and become difficult to deal with. That's how I've been closing out matchups early on. The rush minions are nice for blowing up taunts so these threats can make it through.
Oondasta may have to go then. It's such a dead card for so long and sometimes doesn't even benefit me. I was really excited about it because of how it combines with Akali but that's such an unlikely combo for me and really expensive anyway so I may drop Oondasta. I'll keep monitoring its worth and make the decision a bit later.
Darius isn't necessary. He's good but you can replace him with other rush cards. If you have Oondasta, Direhorn Hatchling is a useful addition but if not, Muck Hunter works in a similar fashion to Darius.
A.bit expensive on the dust side but I've been doing well with this list. Even used it in the brawl! I'm not sure about zihi but theres been some games where it straight up.won for me.
Interesting! I really like that it's a very minion-centric midrange decklist. The fungalmancers, Keleseth and chain gang seem like a nice addition to it. My only worry would be holding down the early game due to losing two drops like the wasp and woodcutter's axe. What has your experience been countering things like zoo and odd rogue that get started right on T1? Also, with a rush package, do you find the Supercollider doing much? Most of my games the enemy board is regularly cleared due to the rush minions.
EDIT: I didn't see Eternium Rover. That should help with early board.
I just won 10/12 with this deck 1 game from rank 3. Love it, please give it a try and let me know if you have any tweaks!