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Very budget, but good strategy. If you bloodrush correctly you can do massive damage turn three. Then finish your opponent with some burn and bigger bloodrush. I reccomend replacing some with Pyrewild Shamans and Ghorr-Clan Ravangers. As well to replace a few Muggings with Clan Defiance.
Put down Foundry streets early in, then place other 1 drop creatures to pump him, either then madcap skills him or bloodrush him after blocks are declared. Very easy to play. Just have to learn when to bloodrush and when to use a burn spell. Remember that even mugging a greater than 2 toughness creature still makes it unable to block for turn. With used bloodrushes in the grave you may use the Flesh of "Flesh // Blood" to create larger small drops you played early to pump permanently.
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Wild Beastmaster is always fun in a Bloodrush deck. If you can bloodrush her, it affects all other attacking creatures. And, as a suggestions because this is your deck not mine, do you have enough creatures? 17 might not be enough considering you will be discarding many of them to bloodrush.
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Thanks for the Wild Beastmaster advice. With the topic of only 17 creatures isn't a problem. I normally win turn 5-6. This comes down to not being the problem. Having that little extra burn in the mainboard finishes games. I also have 2 wildwood rebirths to grab my bloodrushes back.