Yellow rush glider
A relatively basic and very cheap Y rush deck which I believe is adapted to people learning the overall idea behind Y rush. Getting gliders in your starting hand is interesting in that they open possibilities to place aggressive deserts next to your opponent's orb. Later on they can be used either as targets for wranglers, or as additional means of pressure around the enemy orb, to secure extra lands.
I find the Choking Sands great for early removal of annoying (taunt) creatures for rush (wood elis, grim guards, shedim brutes etc...). I decided not to include Last Nightmares as they are quite costly, and the Death Walkers allow to have additional board presence while being cheaper. You have to sacrifice other creatures indeed, but generally the followers/monks do not last long anyway, so I don't consider that a waste of resources.
The templars are great for the extra mobility which can allow to win some positional fights. On top of that, the 1 land requirement combined with the mobility is great in the first 2-3 turns as it may allow you to place those aggressive deserts which may be hard to gain if you get land blocked, or if you face another rush player for example.
This deck may be refined/debated of course, I'm not in any way claiming this is ideal, it worked for me to a certain extent (i.e. getting to God), but I'd be happy to have any comment on this to try to improve it, and better understand how Y rush works as a whole! ; )