Hi guys and girls. I’m Nick, but online I go by TrainerDusk. I recently started a youtube series about netdecking and some users asked for a written guide in parallel to the video portion of my guides.
I really recommend you watch the video guide first:
It is roughly 23 minutes long and contains the function of every card in the deck, how to mulligan properly and 3 games at high level ranked of the deck in action. I am waiting on a better microphone, so I apologise in advance for the rather variable audio quality. I cleaned it up the best I could.
A Rush Priest : I thought mind blast was a bad card…
The Decklist shown in the video:
The functions of each card and notable interactions:
NOTE: If two cards work well together, I will only mention it once, the first time it comes up.
1 Holy Smite (x2) – 2 damage to the face or 2 damage to a minion. If you’ve played rush hunter, this is identical to arcane shot.
1 Power Word: Shield (x2) – Cantrip card that might let your charge minions attack a second time. Play it whenever you have 1 mana left over or you want to draw.
2 Abusive Sergeant (x2) – If you buff a charge minion, it’s like an Elven Archer that has one more attack and deals 2 more damage. Play it as soon as you can get the value from its battlecry.
2 Argent Squire (x2) – Durable minion that is a buff magnet and a Blood Knight buffer. Often lives long enough to benefit from Abusive Sergeant buff.
2 Leper Gnome (x2) – Aggro 1 drop. No matter that, this card gets value. Either he gets silenced or he will deal the 2 damage he was made to.
3 Northshire Cleric (x2) – Draw card. Will survive a similar amount when compared to Argent Squire, so it can also be used as a buff magnet.
3 Mind Blast (x2) – Finisher. 5 damage to the face for a 2 mana card is the rush deck dream spell.
3 Bluegill Warrior (x2) – 2 damage charge.
4 Ironbeak Owl (x1) – Silence an enemy taunt and let your chargers through.
4 Loot Hoarder (x2) – Cantrip card. If you can deal damage with it too, it’s already been worth playing it.
4 Shadowform (x2) – Gives you the best hero ability in the game. Best as a coin turn 2 when your opponent has no play or on turn 7 to let you hero power twice. Stacks up to 3 damage which is incredible if you can pull it off.
5 Arcane Golem (x2) – 4 damage charge. Giving your opponent more mana to work with isn’t always a good idea, so play other cards before this if you can.
5 Blood Knight (x1) – The only big threat in the deck. Always play this if you can get a divine shield.
5 Wolfrider (x2) – 3 damage charge.
6 Leeroy Jenkins (x1) – Finisher. A neutral fireball spell.
6 Nightblade (x1) – Face damage that leaves a reasonably sized body in the deck. Worst card in this deck. Replace it with King Mukla if you have it.
6 Holy Fire (x2) – 5 damage that also delays the game by healing you. Good as a finisher to hit behind taunt or to remove very strong minions.
Always keep: All 1 drop minions and spells are worth keeping. To rush successfully you need to use all of your mana every turn. Loot hoarder is worth keeping for the cantrip.
Never keep: Mind Blast, Leeroy Jenkins, Nightblade or Holy Fire. These cards are your finishers or they are too high a mana cost to keep in a rush deck starting hand