Hello all! I don't write new posts often because I like to at least do some math before bringing attention to an issue.
Today, I am confident that Rush needs a nerf. The way the card is mathed out is:
- Spend 1k, 1dmg to own unit
- Gain 5dmg to enemy unit
In most situations, this turns out to be -1 card for self and -1 card for the opponent. One would need to be desperate in order to take the -2 cards (Rush destroys friendly unit because it only has 1hp) to get -1 card for the opponent.
Here's where I take issue with this: this is a tempo nightmare. There's no shortage of 1k units with +2hp but there's very few units with cost 5k or less that have +5hp. This means you are effectively burning 1k to make your opponent lose 3, 4, 5 sometimes 6k.
To add insult to injury, the interaction between Rush and 33rd recon & Scouting Party makes this trade even more unfair. It makes so that not only you're spending 1k to make the opponent lose 2-6k, you're also netting +0 against a -1 for your opponent. And you can do it multiple times, because each 33rd recon can take two Rush each, you can spawn up to 6 33rd recon with the same frequency as a standard card (it's four special cards total but once they're in the deck you have the same 4/39 that any standard card would have) and to top it off you cover the main weakness of super aggressive decks, which is breath (reloads, card draw).
The existence of this combo is killing strategic diversity because it's far too efficient. How can one play a little midrange deck, only to get absolutely outpaced by an aggro deck? Matter of fact, why even play Germany as ally to aggro anymore?
So, rush should cause 2dmg to the friendly unit. At the very least, this would prevent one from using this combo multiple time on the same 33rd recon.
Thank you for your attention. I hope the next patch addresses this problem.