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Rush
Can attack minions immediately.
Rush ss

A newly-played The WitchwoodScaleworm with Rush, ready to attack.

Rush is an ability allowing a minion to attack other minions the same turn it is summoned or brought under a new player's control. Unlike Charge, Rush cannot be used to attack the enemy hero. Rush is represented by a shifting thick green border around the minion.

Rush was first introduced in The Witchwood and has appeared in every set since. It has functionally replaced Charge as an evergreen keyword.

Notes[]

  • Charge will not be overridden by Rush, and Rush has no effect if the minion isn't exhausted. If Rush is given to a minion with Charge or a minion ready to attack, it can still attack the enemy hero.
  • If there are no enemy minions to attack, the Rush visual effect will disappear. However, if a new minion is summoned for them, it will return.
  • Granting Rush to a minion that has already attacked will not allow them to attack again. This includes Rush given through Magnetic buffs, where the original minion could attack if it were normally summoned.

Strategy[]

  • Rush is a useful ability for board control, allowing you to tactically trade against enemy minions.
  • Unlike Charge minions, Rush minions usually feature good stats, letting them stick on the board after attacking or dealing a large amount of damage to a minion.

Cards with Rush[]

For Wild format listings, see Rush/Wild format

This section lists minions which have Rush or have the ability to gain Rush when played.

Collectible[]


Swipe left or right to see the cards.
TSC 657
CS3 037
RLK 207
TSC 647
TSC 638
NX2 024
TTN 087
ETC 325
TTN 840
JAM 021
CS3 038
ETC 742
ETC 410
TTN 042
NX2 051
TTN 080
ETC 408
TTN 733
JAM 033
ETC 073
TSC 013
TTN 832
TSC 960
TTN 713
TSC 057
TSC 945
ETC 357
RLK 916
NX2 022
ETC 399
JAM 019
RLK 955
REV 352
RLK 604
TSC 007
CS3 025
RLK 535
CORE BOT 548
JAM 004
REV 015
TTN 466
ETC 836
TSC 645
RLK 602
REV 316
MAW 020
TSC 030
TTN 727
RLK 657
RLK 213
CS3 020
TTN 330
ETC 419
RLK 212
RLK 913
ETC 840
TID 712
REV 375
TTN 459

Uncollectible[]


Swipe left or right to see the cards.
ETC 076t
REV 360t
BT 036t
TTN 843t1
TTN 465t
TSC 650t4
TSC 638t
TSC 638t4
TSC 638t2
TSC 638t3
RLK 077t
RLK 085t
NX2 037t2
NX2 037t
TTN 719t2
TTN 470t
TSC 937t3
TSC 937t
RLK 018t
RLK 008t
JAM 033t
TTN 042t
TSC 029t
TSC 029t2
ETC 365t2
JAM 033t4
JAM 033t3
TTN 801t2
TSC 030t2
JAM 033t2
TTN 833t
REV 314t
RLK 819t
TTN 480t2
REV 352t
TSC 945t
RLK 057t
TID 005t
MAW 009t
TSC 932t
EX1 165t1
OG 044a
NX2 034t1
TSC 917t
REV 375t

Sources of Rush[]

For Wild format listings, see Rush/Wild format

Rush-generating cards[]

This section lists cards which generate Rush minions.


Swipe left or right to see the cards.
ETC 076
TTN 860
TSC 631
RLK 057
TTN 719
RLK 018
ETC 411
REV 360
RLK 867
CORE BT 036
TTN 465
TSC 633
TSC 640
REV 364
TTN 722
TSC 960
REV 361
TSC 945
TTN 801t
NX2 036
TTN 843
RLK 819
RLK 208
NX2 032
REV 352
REV 363
RLK 060
ETC 365
TID 005
TSC 650
RLK 077
TSC 650d
MAW 009
TSC 932
TSC 937
CORE EX1 165
NX2 034
TSC 917
TTN 480
NX2 037
REV 316t
TSC 030
REV 314
TTN 470
TSC 029
RLK 085
REV 375
RLK 604t

Rush-granting cards[]

This section lists cards which grant the Rush ability to other minions or to itself.


Swipe left or right to see the cards.
JAM 017
TTN 719t2
TTN 087
RLK 924
REV 362
JAM 009
CORE DED 009
JAM 027
JAM 027a
MAW 002
TID 706
ETC 035
REV 961
TSC 649
MAW 009
CORE BOT 548
TSC 950
ETC 409
MAW 030

Related cards[]

For Wild format listings, see Rush/Wild format

Swipe left or right to see the cards.
ETC 200
ETC 399

Achievements[]

Name Requirements Rewards
I Wanna Play NOW! (1/5) Play 50 minions with Rush or Charge. 10 Achievement Point
I Wanna Play NOW! (2/5) Play 150 minions with Rush or Charge. 10 Achievement Point
I Wanna Play NOW! (3/5) Play 500 minions with Rush or Charge. 10 Achievement Point
I Wanna Play NOW! (4/5) Play 1500 minions with Rush or Charge. 10 Achievement Point
I Wanna Play NOW! (5/5) Play 5000 minions with Rush or Charge. 20 Achievement Point

Development[]

Well almost, except it's only against minions. This card would be too powerful with charge but with rush, it's actually really interesting! You know what this means? Do you understand the design ramifications of this?
~ Ben Brode

Rush was created by the team as a way to print minions with fast, spell-like effects, but without running the risk of them being used as powerful finishers. Cards like LegacyLeeroy Jenkins and the original version of LegacyArcane Golem had proven how problematic powerful Charge minions can be, since their downsides will be nullified if they're used to win the game.

Trivia[]

  • Rush could be considered to have 3 "beta" versions, which all function similar to this effect, but differ slightly. The Grand TournamentIcehowl is an over-statted Charge minion that can't attack heroes, but its inability to attack heroes is a permanent effect. Journey to Un'GoroCharged Devilsaur's effect is identical to Rush when played from the hand, but can freely attack heroes when summoned indirectly by another card. Before being changed in Patch 20.0.0, the Charge spell was the most similar, with the only differences being synergy with Charge-related cards like LegacyWarsong Commander and a very rare case in which it is used on Rastakhan's RumbleImmortal Prelate.
  • Rush is the third non-launch keyword to continue to appear on cards outside of the set it was introduced in, the first two being Discover and Lifesteal.

Patch changes[]

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