by rainofwalrus
another thing, and a testament to MW's depth, is that no two RUSH-down strategies are the same.based on your playgroups, you may have stop Rush-A, Rush-B, and Rush-C accordingly. but Rush-D has you rebuilding your deck when the dust settles... in my experience, "teleport" is often the first "no brainer" of a substitution.
likewise, we have a player would likes to all-out RUSH, but hide/block/meta with cheap Fogwalls... which can cripple* an opponent on a particular round, if played right.
(* by cripple I mean "cant cast either spell this round, no NPC ranged attacks either." Fog as meta akin to Jinx/Block!)