I started playing this game in late November 2017. Before that, I played Shadowverse, which also featured the rush mechanic - same name and functionality - which was infamous for some decks having a 'remove everything' policy. One reason I found Hearthstone interesting and eventually stopped playing Shadowverse is that this game isn't based around having unpreventable damage from hand, whether that means damage to creatures or damage to face. Being able to actually establish a board, yet not automatically because you've done that, made the game much more appealing to me. It felt more like MTG.
Since being introduced as a keyword in Witchwood, there are currently 64 cards which either have rush, can gain rush or interact with rush some way. Not all of these are viable, I know, but a quick read through the list suggests about 30 are viable or have been viable at some point. Simply put, the mechanic feels too widely distributed and makes the game into a fight of whoever can make their rush creature stick after playing and swinging with it. I have no issue with any deck archetype - except for the extremely non-interactive Quest Priest, which ironically lacks rush creatures - but I'm playing games now with a Highlander Hunter deck which is just turn after turn of slamming rush minions into each other. I suspect that the old coin Chillwind Yeti play wouldn't be viable now because it would just get removed instantly instead of trading.
I've probably written this post poorly but I hope it gets my point across.
Leave a Comment