I think there is some confusion under us and i would like to clear some stuff up.
as i have shown in a screenshot before with aggro deck
you can get on average 10 games-per-hour (win
or lose doesn't matter).
How is this possible?
you must use aggro/rush deck or what ever you wish to call it.
-It must win or lose around turn 6 or 7 at best. <- this must be
average, again granted some players do taunt a lot they make you force to play more end game.
but this should happen rarely.
So compile a deck
so lets get down to basics.
so for starters what is the best established cards to rush with? murlocs. i think we can all agree on this.
so you get if not all at least most murlocs in to a deck assembled and with the class you have(or would like to play).
you have to calculate what cards are out most viable for you to win games clean and fast without losing too many minions on the battlefield while you constantly keep making them stronger over time?
think about
removal cards such as shadow word of pain/death are essential for priest.
with decks like these you only need 2 shadow word of pain mostly. they cost 2 mana crystals but can be very useful.
and by think i do mean actually think about your deck. what do other players most often use? sen'jin shieldmasta? 3/5 costs 4, shadow word of pain costs 2 instant removal.
and about 85% of all the players that i'm matched up against have that or Fen Creeper 3/6 which costs 5 mana cystals. so is it worthy to have shadow word of pain? in my opinion totally.
So in other words if you have a late game/ mid game, or tempo deck think about how to counter them what cards cost less and remove higher valued cards.
think about neutral cards with
high value and must be cheap with high damage. example
leper gnome or
abusive sergeant.
leper gnome can remove a 2 mana crystal cost minion and yet still deal damage with his death rattle.
Abusive sergeant can boost one of your lower minions to break a taunt or deal that little bit of dmg per turn.
these cards work magical wonders with knife juggler since their so cheap. so a juggler is a high value target.
if you are the aggressor you must have
charge cards its is a simple must have,
any with good value,
wolfrider again very viable card to use in any situation
doesn't deal that much damage but it has charge and is a [3*]3/1
But i am convinced everyone knew this here.
if not then well now you know.
when making a deck try to avoid spells that cost mana crystals it is better per turn to toss a "body/minion" then to cast spells and leave a empty board.
when making these decks it should look like
View attachment 134363
so there should be no card that costs more then 4 stars.
i'd advice against discarding cards in my opinion those cards is something you always will need so no soul fire for warlocks instead use mortal coil the bot will kill a 2/1 or 1/1 so less damage for him and you draw an additional card.
but this is always your own choice,
Either way winning on 6 or 7 mana crystals is pretty much a must if your deck cannot do that then your deck is flawed and isn't a aggro/rush deck. (this counts on average, so if you play 100 games at least 90 games should be either a win OR lose around 6~7 mana crystals.)
if you do it this way it should be 5 minutes per game, that makes around 11 games an hour (give or take loading times and other players actions).
The match simply depends on which cards you so happen to draw and how well your opponent is. but this just as well counts for mid game decks but instead of being in game for 15~20 minutes i prefer quick games either you win or you lose.