Deck Analysis #5: Rage Rush

30/04/2018

Hello Spellweavers!

I am Rinriet, a Spellweaver regular with three Masters Championship titles. I welcome you back to my article series, where I analyze a deck every week.

For an extensive list of competitive decks, you can check out my What is META? article.

Today we have an old and cheap aggro list: Rage Rush! It’s also known as Crazy Rage or Aggro Rage.

  • Why should you try this deck?

- It is simple to play, and not very hard to master.

- It ends games very fast, so you can play more games!

- Even when behind you can still win games out of nowhere thanks to direct damage and swift creatures.

- It’s cheap, so if you are a new player you won’t have big problems to build it.

  • What are the deck’s weaknesses?

- If you don’t get a nice curve, you can fall behind on board presence and lose the game.

- Starting second lowers the deck potential.

- You are vulnerable to early game removal, rivals that can make huge board presence, and those who can heal.

  • Deck List

Hero: 1x Zash, Flamebringer

4x Lizard Barbarian
4x Goblin Warrior
4x Tortured Orc
2x Goblin Fireworker
4x Rakhi Berserker
4x Gibo and Roni
3x Firebrand Goblin
4x Flame Serpent
4x Fireball
3x Fireblast
3x Word of Fire
3x Massive Assault
18x Rage Shrine
  • How to play the deck?

- For your starting hand you want a decent curve. That usually means a few cheap creatures, and a Fireball to deal with an early opponent’s creature.

- You always start with one Rage level. You should take the second level when you need to use one of your creatures with that requirement, or when you want to kill something with 2HP with a Word of Fire. In some weird situations you might want to go third level to kill something with 3HP with it.

- The game plan is simple: put your creatures, deal with blockers if needed, and go face (attack the enemy hero).

- If you have to choose between killing an enemy creature or go face, usually the second one is the best.

- Spend your Fireballs wisely. If you know your opponent’s deck, you can decide whether it’s better to deal with a creature or to hit your opponent’s life.

- If you lose board presence, you can put all your creatures into backline. All the Goblins can go to front and attack in the same turn if you have a Firebrand Goblin.

- If you fear some mass removal spells like Suffocate and have some goblins in hand, it may be better to avoid playing them until you draw a Firebrand Goblin to make a big surprise attack with all of them.

- Flame Serpent is devastating, and more so if used alongside your hero power. Be careful when your opponent has floating mana for Flashfreeze or Pacify.

- Massive Assault is situational but very good. Against control decks without blockers it can deal a lot of face damage. It also helps your 2 attack creatures to kill 3 HP blockers when needed. The best moments to play it is either before a big swing with your creatures, or to set up a later Serpent or goblin combo finisher mid-game.

- Never give up! You have a lot of ways to deal insane damage out of nowhere. You can pray to RNGeesus, or better track the positions of your cards in the deck, using Divine Offering to pull out that last Fireball.

  • Alternative card choices

- Lightning Bolt: Can replace Word of Fire if you lack some copies, and helps because it can deal a little face damage.

- Cannonade: Can replace Fireblast, and is better in some situations.

- Fia, Dragon Daughter: She has only 1HP and is very vulnerable. Usually Fia is just a 2 mana Goblin warrior. But her effect can be important, and the ranged skill helps against midrange decks.

- Flamerune Warrior: A little of cheap removal that can be comboed with Fireball to kill 4HP targets, and hits for 3 damage so he is a magnet for removal.

- Black Market: This card is good to keep the pressure on in the midgame after you run out of steam. The opponent selects your cards so he is going to know your next moves.

  • What are the common matchups?

The most favorable matchups are control, mill and combo ones in general. If your creatures aren’t dealt with early on, it will be too late. So any deck that relies on early game ramping (New Horizons, Power Surge) or combo set ups (Offering Yard Priest) will have a bad time. That also applies to other decks that have a bad hand and can’t put enough early pressure: if you get a better curve you may win.

The unfavorable matchups are midrange ones that can heal themselves and kill your goblins easily, like Healmelion with Angelic Temples, or decks with Dwarven Mortar and Holy Radiance. But any midrange deck with a decent curve will have a great win chance.

 

I hope you liked the guide! If anyone has a suggestion or comment, feel free to send me a forum message, add me in-game, or talk on the game’s discord.