I took the concept into an other direction, this deck is not rush, but actually midrange:
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4vj 4vj 4vj 4vj 4vj 55q 55q 55q 55q 562 562 562 58o 58o 58o 58o 58o 58o 58o 590 590 590 590 590 596 596 596 596 5ur 5ur 8pl
? ? ?= 3 acceleration and 4 Iridium Warden
- Vamp siletto for healing
- Cast the momentums on a warden to kill opposing creatures, or on the shriekers if the opp has some serious shields up.
- if the opponent has airborne creatures, an acceleration on them actually doubles as a removal! (be careful to delay them each turn) I know this sounds awkward, but actually works wonderfully!
- the aceleration can be used on own creatures for pushing in that last few points of damage
- win with the graboids.
It works pretty well for me so far.
(note that the deck is War-legal for the team
)