But but but but…
If rush gets removed from Magmar, I can’t engage in Menstruating Wankbum + Keeper of the Value shenanigans and watch the player base lament about cancerous pulling-huge-tempo-swing-outta-my-dinosaur-ass!
Or EVEN WORSE, having Warbeast and Elucidator reworked and become neutrals to be abused by the card pool of other factions? tears welling up
I need my daily dose of salt and tears, please don’t rob that away from me T.T
On a serious note, what you are suggesting has huge balance implications (cue can of worms opening). I don’t think you can nerf/remove/limit or “neutralise” (different meaning here) rush without having a look at a whole range of mechanics currently implemented to see if they too need the same treatment, while considering huge changes to stat lines and each faction’s repertoire of healing/defensive options.
If faction specific rush minions are truly problematic, then why isn’t Magmar (or Obelysk Vet by continuously generating rush fodder) overwhelmingly dominating the meta? And how does making rush neutral only solve this perceived issue? I also haven’t seen a rush minion with a faction keyword before. Spectral Revenant doesn’t have deathwatch nor shadow creep interaction, Makantor and Elucidator doesn’t have Grow nor Rebirth, nor have I seen a built-in rush+blast, rush+backstab, etc.
Moving on to the sub-point that rush in itself is an issue… saying that there is no way to plan ahead for rush is weird considering that plenty of games are won and lost based on how well you account for expected threats. Even out of hand damage (like rush minions) can and will be played around.
As an example, the thing that made Reva so dominant before imo wasn’t truly the amazing out of hand damage or psuedo-rush like Inner Focus (or true rush like Tusk Boar). It was the fact that Reva could vomit her hand and consistently and reliably replenish it for another barrage. Out of hand burst like spell slinging and (in this context) rush, pseudo or otherwise, wasn’t and isn’t the problem in itself.
Even barring a specific tech card (Nightwatcher), there’s a whole bunch of things you can do to mitigate,stall or even exploit rush shenanigans. There’s spacing out minions, diagonal placement, provoke, walling off the enemy general, high health or sticky minions, tempo or sustain cards like Circle of Life/ Keliano etc and to a lesser extent well-placed cards that benefit from taking damage.
Also, having a rush minion’s effectiveness reduced by the prevalence of provoke or just body blocking with low-cost minions is actually relatively common, at least in my experience.
In essence, given the existence of other mechanics, counterplay, removals, sustain/heals and other non-rush threats, I personally think faction specific rush minions - and the rush mechanic in general - is fine as is.