Kind of a weird build. But it does play to a few of Chaos' strengths. Check it out and let me know what you think.
I have 0 experience playing rush, so any insight in that area would be awesome.
Fledgeling Chaos Spawn x3
Veteran Sellsword x3
Servants of Khorne x3
Clan Rats x3
Clan Moulder's Elite x3
Vicious Marauder x3
Greyseer x1
Rat Ogres x3
Deathmaster x1
Great Unclean One x3
Warpstone Excavation x3
Contested Village x3
Greyseer's Lair x3
Cloud of Flies x3
Embers to Inferno x3
Blood Summoning x3
Innovation x3
Berserk Fury x3
In the early game with this deck, you want to blitz a zone, ideally quest. Something resource generating that you will be able to keep down later with Embers to Inferno.
I like quest, because it's useful to stunt their card draw early, and because most quest units are dealt with easily by Cloud of Flies, which goes great with Clan Moulders Elite on the first turn when the opportunity presents itself.
After you burn that zone, you can continue to hit another if it's prone, or you can back up a little and summon in a Great Unclean One with Blood Summoning. Rat Ogres can restand Skaven that corrupt for this, and can eat your Sellswords or Chaos Spawns with the Unclean One's ability.
Berserk Fury is nice, about turn 3, because you can snipe, boost your damage, or boost your carddraw with it.
I'm on the fence about Innovation, the cost curve of this deck is lower, and it might see better use as something like Bolt of Change. I could add in the Savage Gors as well, for synergy.
Greyseer's Lair is pretty slow too. But I'm stumped about what to put in it's place, really. Chaos is lacking some good cheap support.
I dunno, thoughts? Ever build something similar?