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Red Rush

Posted by SuperbLizard on 17/02/2024

LAND TYPE(S)
Faeria cost
4.2
Difficulty
Deck's likes

Fairly standard rush deck. The key is to be precise with your curve. Opening with double neutrals toward the enemy orb is default for rushing. I usually like to fish for Elemental + 5 cost reactive piece (Slinger/Kopter) when going first. As player 2 you can also opt for an early Axe Grinder spot with the Explore card. The best way to pilot this is to treat it as a control/combo deck that can set up Combat units at enemy orb for value. You really don't want to mindlessly hit the enemy orb as the overall reach with from hand damage is limited to the 3x Seifer's Wrath and 3x Groundshakers. Flameburst isn't included.

If you are fighting against a Midrange (especially the red mirror) and feel confident in the matchup it can be worth to secure your well-collection first and then rush down one side. However you have to be aware of the discrepancy in tech cards. Emperor's Command, Firestorm, Seifer, Syland Horsemaster can all be devastating to face off if you don't close the game out soon enough.

Update 28.02.24

Cut 3x Queen's Guard for 1x Seifer and 2x Ogre Adventurer

In most of my games Queen's Guard has felt underwhelming since the switch to focusing on board control was made. It much more beneficial to play around big removal setup than to invest 6 faeria this early into going face. The deck now leans heavier on the Elemental + 5 cost curve but should overall feel much more potent. It's great to have some more proactive options in the pool that work with it.

LAND TYPES (by number of cards)

0
0
0
30
0

FAERIA COST (by number of cards)

4.2
0
0
0
1
3
2
6
3
6
4
12
5
3
6
0
7+

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