Rhinar Intimates
It's about time!
Introduction
Rhinar, Reckless Rampage transforms Classic Constructed through the synergy between his hero ability and the Beat Chest mechanic, creating a unique combo-control hybrid that punishes opponents for defending. Unlike traditional aggro strategies that simply race damage, Rhinar forces opponents into impossible decisions: defend with a severely reduced hand, or take massive damage and lose the game.
This guide explores the powerful synergy between Beat Chest and Rhinar's intimidate ability, the strategic layers of stacking multiple intimidates in a single turn, and how to leverage this mechanic to dominate competitive play. We'll break down key card combinations, resource efficiency calculations, and matchup-specific strategies that make Rhinar one of the most feared heroes in the format.
Check out this 3 card 21 value combo. If you like this kind of high variance high reward play, keep reading after that.
Quick Reference: Key Concepts
What is Intimidate?
When intimidate triggers, your opponent banishes a random card from their hand face-down until the beginning of the end phase, when it returns to their hand. Intimidate can appear as:
- A keyword on action cards
- A triggered effect from other cards like Rhinar's hero ability
- A conditional effect that activates when certain requirements are met
What is Beat Chest?
Beat Chest is an additional cost on cards that requires you to discard a card with 6 or more power. Once you've paid this cost once during a turn, all other Beat Chest costs that turn are automatically satisfied without discarding additional cards. It's a "turn on" mechanic that unlocks benefits across multiple cards.
Rhinar's Hero Ability
Rhinar, Reckless Rampage: "Whenever you discard a card with 6 or more power during your action phase, intimidate."
This is the KEY to the deck - when you discard high-power cards (like paying Beat Chest costs), Rhinar's ability triggers intimidate. This creates a powerful synergy where Beat Chest cards not only get their own benefits but also trigger Rhinar's intimidate.
The Synergy
When you play a Beat Chest card like Smell Fear:
- You pay the Beat Chest cost (discard a 6+ power card)
- Rhinar's ability triggers → intimidate
- Smell Fear's effect activates ("If you've beaten chest this turn, intimidate")
- Result: Two intimidate triggers from one card (2 for 2, instead of 1 for 2)
- Any other Beat Chest cards you play this turn don't require additional discards
Why This Matters
Every intimidate trigger removes a random card from your opponent's hand temporarily. Multiple intimidates in one turn can severely deplete their defensive options, making it nearly impossible for them to block effectively. When they do block, they're blocking with a reduced hand, and when they don't, you're dealing massive damage.
The Problem Rhinar Never Solved (Until Now)
The Historical Weakness
Rhinar's intimidate strategy has always had a fundamental problem: what happens when they can't block?
After 3-4 intimidates empty their hand, opponents face a simple choice:
- Block with equipment and arsenal → preserve life total
- Don't block at all → take damage but keep cards in hand
Historically, many opponents simply chose to take the damage. Why? Because Rhinar attacks didn't punish them for NOT blocking. The damage was the damage - whether they blocked or not, the outcome was similar. Intimidate became just a damage source, and never had a great time with decks that don't plan on blocking.
The Critical Mass of On-Hit Effects
Rhinar is now reaching a critical mass of cards with powerful on-hit effects that completely change this dynamic. These cards create a new strategic layer:
When they CAN'T block (empty or near-empty hand):
- They MUST block with equipment/arsenal to prevent devastating on-hits
- Or they suffer consequences worse than the damage itself
Key Cards That Changed Everything:
Splatter Skull - "When this hits a hero, choose a face-down card in their banished zone that was banished by intimidate this turn. Put it into their graveyard."
- Normally intimidated cards return at end of turn
- But if Splatter Skull HITS, one card is permanently destroyed
- They MUST block or lose a card forever
- Can't just "take the damage" anymore
Send Packing - "When this attacks a hero, banish a card from their arsenal. When the chain link resolves, if this didn't hit, return the banished card."
- Removes their arsenal card (usually defensive instant or key card)
- If it HITS, the arsenal card is gone
- They must block with equipment or use arsenal defense reactions (Sink Below, etc.)
- Combined with intimidate removing hand cards, you're attacking multiple zones
Smashing Ground - "If this has 6 or more power, it gets 'When this hits a hero, destroy a card in their arsenal.'"
- With Bloodrush Bellow or other buffs, easily hits 6+ power
- DESTROYS arsenal card permanently on hit
- Another must-block threat when hand is empty
The New Strategic Reality: "A Reason to Block"
These on-hit cards create a fundamental shift in how opponents must play against Rhinar:
The Trap After Multiple Intimidates:
- Stack 3-4 intimidates → opponent's hand is empty or near-empty
- Now they face these on-hit threats
- They MUST block with equipment or arsenal tricks
- But they can't sustain blocking with equipment forever
- And most decks don't have 4+ defense reactions in arsenal, and if they do you're probably playing a matchup where Rhinar is favored. (he beats decks that like to block)
The Strategic Genius:
- Before: Opponent could ignore intimidate and just take damage
- Now: They have a reason to block even with no hand
- Equipment gets exhausted blocking
- Arsenal gets destroyed by on-hits
- They can't just "race" you anymore
Example Sequence:
- Turn 1: 3 intimidates → opponent's hand reduced to 1-2 cards
- Turn 2: Barraging Beatdown attacks
- Option A: Block with 2+ cards → they don't have them, must use equipment
- Option B: Don't block → next attack gets +4 power, likely lethal
- Follow-up: Splatter Skull
- Option A: Block with equipment → exhausts defenses
- Option B: Don't block → permanently lose an intimidated card
Why This Matters:
Rhinar is no longer just "intimidate then damage." You're now a control deck that:
- Depletes their hand through intimidate
- Forces them to block with resources they can't afford to lose
- Punishes them severely if they don't block
- Creates lose-lose situations at every decision point
This is the evolution of Rhinar - from one-dimensional aggro to a sophisticated control-aggro hybrid that gives opponents a reason to block even when they have no hand, which is exactly what makes the intimidate strategy truly oppressive.
Core Intimidate Package: The Red Suite
The foundation of this Rhinar build centers on powerful red intimidate attacks. This package includes the critical on-hit effects discussed earlier (Barraging Beatdown, Splatter Skull, Send Packing, Smashing Ground) alongside supporting intimidate cards.
Premium Reds
Barraging Beatdown 3x
- Has intimidate built-in with go again
- Critical on-hit effect that punishes empty hands
- Your primary control tool
- Randomly makes your claws able to 2 card kill Chum, Friendly First Mate.
Splatter Skull - 3x
- 6 power attack
- Permanently destroys intimidated cards on hit
- Must-answer threat after stacking intimidates
Show of Strength - 3x
- 8 power with intimidate
- One of the highest power intimidate cards available
- Excellent Beat Chest target
Swing Big - 3x
- 8 power with go again
- Enables multi-attack sequences
- Synergizes perfectly with Bloodrush Bellow
Arsenal-Attacking Cards
Send Packing - 3x
- 6 power attack
- Arsenal disruption on attack
- Perfect follow-up after hand is depleted
Smashing Ground - 1-2x
- 5 power base
- Conditional arsenal destruction at 6+ power
- Situational but devastating with Bloodrush Bellow
Supporting Intimidate Cards
Pack Hunt - 3x
- Tutor effect for consistency
- Key targets: Barraging Beatdown, Splatter Skull, Bloodrush Bellow, Send Packing
Show No Mercy - 2-3x
- Rhinar Specialization with intimidate
- Gets +3 power if defending hero has no cards in hand
The Weakest Link - 2x
- Targeted hand disruption
- Strips defensive instants preemptively
Strongest Survive - 2x
- Ramp effect for explosive turns
- Resource acceleration for Beat Chest setups
Yellow Suite: Utility and Setup
The yellow cards provide critical utility, resource generation, and setup pieces that enable the intimidate engine to function at peak efficiency.
Key Yellow Intimidate Cards
Barraging Beatdown (Yellow) - 3x
- 4 power intimidate at efficient cost
- Maintains pressure while pitching for blues
- Solid middle-ground threat
Smell Fear (Yellow) - 3x
- Intimidate with card advantage
- Draw effect rewards aggressive play
- Helps maintain hand density for multiple threats
Send Packing (Yellow) - 3x
- Tempo disruption with intimidate
- Bounces key equipment or defending cards
- Creates devastating swing turns
Critical Support Cards
Bloodrush Bellow - 3x
- THE ENABLER: Gives Romping Club go again
- +2 power to all brute attacks this turn
- Enables "going wide" with multiple intimidate attacks
- Transforms single threats into lethal sequences
- Makes your Mandible Claws quite dumb.
Beast Within - 3x
- Resource acceleration at instant speed
- Enables aggressive sequencing
- Critical for consistency
Agile Windup - 3x
- Resource generation
- Enables explosive turns
- Pitch flexibility
Strategic Yellow Pieces
Argh... Smash! (Yellow) - 2x
- 6 power with overpower
- Breaks through defensive lines
- Complements intimidate pressure
Challenge the Alpha - 1x
- Conditional removal/pressure
- Situational but powerful
Remembrance - 1x
- Graveyard recursion
- Recovers key pieces
- Adds strategic depth
Bam Bam - 1x-3x
- Utility piece for specific situations
- Adds deck flexibility
- High synergy with Splatter Skull. (discard after they don't fully block it)
Blue Suite: The Pitch Stack Foundation
The blue cards form the critical resource engine that enables explosive red and yellow plays. This suite prioritizes pitch value, defensive utility, and setup efficiency.
Pitch and Defense
Barraging Beatdown - 3x
- Defensive value when needed
- Maintains intimidate theme while pitching
Smell Fear - 3x
- Intimidate pressure or defensive resource
- Flexible role based on game state
Alpha Instinct - 3x
- Premium 3-pitch value
- Long wished for 6 attack blue besides Wrecker Romp
Resource Generation and Setup
Smashback Alehorn - 3x
- Creates additional resources for explosive turns
- Allows for some wider turns and break points
Wrecker Romp - 3x
- 6 attack blue
- Most of the time you're pitching!
Sand Sketched Plan - 3x
- Card selection and setup
- Finds critical pieces
- Pitch when hand is already strong
- Decent from Arsenal
Sigil of Cycles - 3x
- Card filtering
- Improves hand quality
- Enables consistent threat deployment
Strategic Blue Pieces
Reckless Swing - 1x-3x
- 6 power go again
- Enables attack chains
- Pitch value backup
Smashing Ground - 2x
- Situational utility
- Adds strategic options
Equipment Core: Legendary Beatdown Package
The equipment suite transforms Rhinar from threatening to oppressive, providing consistent pressure, defensive options, and critical synergies.
The Weapon Package
Romping Club
- Your primary weapon and Beat Chest enabler
- 3 power base attack
- CRITICAL: Gains go again with Bloodrush Bellow active
- Creates the double-attack intimidate pattern that defines the deck
Skullhorn
- 6 power intimidate weapon attack
- Instant speed activation
- Can be used as Beat Chest trigger or primary threat
- Adds additional intimidate density to your arsenal
Legendary Equipment
Scabskin Leathers
- Great blocking equipment and can save you or lose you the game
Scowling Flesh Bag
- Consistent defensive value
- Legendary status demands respect
- Helps survive against aggressive matchups
Savage Sash
- Intimidate on a body slot
- Passive pressure every combat
- Forces opponent calculation errors
Gauntlets of Tyrannical Rex
- Additional go again source
- Enables multi-attack sequences
- Synergizes with Bloodrush Bellow turns
Utility Equipment
Beaten Trackers
- Conditional card advantage
- Rewards aggressive intimidate play
- Helps maintain hand density
Nullrune Gloves
- Arcane barrier protection
- Critical against Wizard matchups
- Prevents opponent interaction with your strategy
The Bloodrush Bellow Turn: Peak Intimidate Efficiency
The signature play pattern centers on Bloodrush Bellow enabling explosive multi-attack turns with stacked intimidate triggers.
The Core Pattern
Setup Requirements:
- Bloodrush Bellow in hand or arsenal
- Multiple Beat Chest attack cards in hand
- At least one 6+ power card to discard
- Sufficient pitch to fund attacks
Example: The Triple Intimidate Sequence
Turn Execution:
-
Play Bloodrush Bellow (0-cost instant)
- All brute attacks gain +2 power this turn
-
Play Smell Fear (Beat Chest: discard 6+ power card)
- Rhinar triggers → intimidate #1
- Smell Fear effect → intimidate #2
- Go again continues
-
Attack with Show of Strength (Red)
- Base 8 power + 2 from Bloodrush = 10 power
- Intimidate from Show of Strength → intimidate #3
-
Follow up with Romping Club
- 3 power + 2 from Bloodrush = 5 power with intimidate
Result: 3+ intimidate triggers in a single turn
Mathematical Breakdown
Intimidate Value:
- 3 intimidates = opponent has 3 fewer cards to block with
- Forces inefficient blocking or significant damage
Damage Potential:
- Smell Fear: 3-6 power
- Show of Strength: 10+ power
- Romping Club: 5 power
- Total: 18-21+ damage possible
Resource Efficiency:
- Cost: 1 discard + pitch for attacks
- Returns: Multiple intimidates + significant damage
Key Success Factors
Timing:
- Execute when opponent is in lethal range (20-30 life)
- Or when forcing through a large hand
Sequencing:
- Play Bloodrush Bellow first
- Start with Beat Chest cards
- Chain attacks with go again
- Use equipment activations strategically
Resource Management:
- Ensure sufficient pitch for all attacks
- Save high-power cards for Beat Chest discards
- Don't overcommit if opponent has instant-speed defenses
Advanced: The Triple Beat Chest Turn
With optimal setup:
- First Beat Chest card: Discard 6+ power → Rhinar intimidate + card effect
- Second Beat Chest card: Free → card effect
- Third Beat Chest card: Free → card effect
Result: 4-6+ intimidate triggers, overwhelming opponent's defensive capability.
Alternative Patterns and Variations
While the Bloodrush Bellow turn represents peak efficiency, skilled Rhinar pilots must recognize and execute alternative patterns based on available resources and opponent life totals.
The Multi-Attack Chain with Go Again
Pattern: Beat Chest card with go again → High-power attack → Weapon attack
Example Sequence:
- Play Smell Fear (Beat Chest: discard 6+ power)
- Rhinar triggers intimidate
- Smell Fear intimidates
- Go again continues turn
- Attack with Swing Big (8 power, has go again)
- Large damage threat
- Go again continues
- Attack with Romping Club (3 power with intimidate)
- Additional pressure
Total: 3 intimidate triggers, significant damage
When to Use:
- You have multiple cards with go again
- Need to pressure opponent's hand size
- Setting up for lethal next turn
The Efficient Beat Chest Stack
Pattern: Multiple Beat Chest cards in one turn
Example:
- First Beat Chest card (e.g., Smell Fear)
- Discard 6+ power → Rhinar intimidate
- Card effect → intimidate
- Second Beat Chest card (e.g., Bare Destruction)
- No discard needed (already beaten chest)
- Card effect activates
- If it has intimidate, triggers again
Advantages:
- One discard unlocks multiple cards
- Stack intimidate effects efficiently
- Resource-efficient turn
- Compounds pressure without additional cost
When to Use:
- Have multiple Beat Chest cards in hand
- Want to maximize intimidate count
- Conserving high-power cards for future turns
The Skullhorn Finish
Pattern: Primary attacks → Skullhorn (instant speed)
Example:
- Execute main attack sequence
- Opponent decides to block or not
- Activate Skullhorn at instant speed (6 power with intimidate)
- Additional intimidate trigger
- Forces opponent to commit more cards or take damage
- Can be used after they've committed to blocking
Tactical Depth:
- Skullhorn is instant speed, giving you decision flexibility
- Can wait to see opponent's blocking decision
- 6 power intimidate from weapon slot
- Creates "damned if you do, damned if you don't" scenarios
When to Use:
- Opponent at critical life total
- You want to see their blocking decision first
- Need one more intimidate to empty their hand
- Surprise factor can win games
The Pack Hunt Setup
Pattern: Tutor for key pieces, then execute
Turn 1: Pack Hunt to find critical piece (Bloodrush Bellow, high-power Beat Chest card, finisher) Turn 2: Execute optimal combo with guaranteed pieces
Strategic Value:
- Consistency over raw power
- Tutors exact answer to current game state
- Sets up lethal sequences in advance
- Finds missing combo pieces
When to Use:
- Don't have Bloodrush Bellow but need it
- Missing key intimidate card
- Need specific answer to opponent's strategy
- Setting up for guaranteed lethal next turn
The Bare Destruction Line
Pattern: Remove chest equipment, play Bare Destruction
Example:
- Unequip or don't play chest equipment
- Play Bare Destruction (Beat Chest card)
- Discard 6+ power → Rhinar intimidate
- Beat Chest satisfied → Bare Destruction effect
- If no chest equipment → massive power bonus
- Follow with additional attacks
Advantages:
- Bare Destruction gets significantly stronger without chest equipment
- Creates high-damage threat
- Still triggers intimidate from Rhinar
- Buffs carry to next attack
When to Use:
- You can afford to not have chest equipment defense
- Need maximum damage output
- Opponent in lethal range
- Going for kill turn
The Resource-Efficient Turn
Pattern: Single Beat Chest card + weapon attack
Example:
- Play one Beat Chest attack (discard 6+ power)
- Rhinar intimidate
- Card's intimidate effect
- Attack with Romping Club
- 3 power with intimidate
Total: 2-3 intimidates, minimal resource cost
When to Use:
- Low on resources
- Early game pressure
- Building toward bigger turn
- Don't need maximum damage yet
- Just want to chip away at opponent's hand
Key Principles
- Maximize intimidate per turn - More intimidates = harder for opponent to defend
- Use Beat Chest efficiently - One discard unlocks multiple cards
- Leverage go again - String attacks together for compound pressure
- Time your big turns - Save resources for lethal windows
- Adapt to game state - Choose pattern based on opponent's life and hand size
Strategic Decision-Making: When to Pull the Trigger
Mastering Rhinar intimidate requires understanding when to execute your explosive turns versus when to apply steady pressure and conserve resources.
Life Total Thresholds
Lethal Range (20-25 life):
- Execute maximum power Bloodrush Bellow turns
- Prioritize damage over efficiency
- Use all available resources for kill shot
- Accept negative card advantage if it closes game
Pressure Range (25-35 life):
- Balance intimidate pressure with resource management
- Execute standard Swing Big chains
- Force opponent to use extra cards consistently
- Build toward lethal over 2-3 turns
Setup Range (35+ life):
- Focus on card advantage through intimidate
- Use Pack Hunt to find critical pieces
- Maintain defensive options
Opponent Hand Size Matters
Large Hand (5+ cards):
- They can potentially block multiple intimidate attacks
- Focus on creating situations where they must discard to blocks
- Use Send Packing to reduce their resources first
- Value intimidate for card advantage over damage
Medium Hand (3-4 cards):
- Optimal intimidate window
- They struggle to block multiple threats
- Execute Bloodrush Bellow turns
- Force impossible decisions
Small Hand (1-2 cards):
- Intimidate less valuable (they're already constrained)
- Focus on raw damage over card advantage
- Use Show No Mercy to prevent blocking entirely
- Close out the game quickly
Arsenal Management
Key Questions:
- Do I have Bloodrush Bellow in hand or arsenal?
- Can I execute a kill turn this cycle or next?
- Does opponent have defensive equipment up?
- What's my backup plan if they survive?
Arsenal Priority:
- Bloodrush Bellow - Enables peak efficiency turns
- Pack Hunt - Finds exactly what you need
- High-power intimidate - Creates immediate threats
The Patience Play
Sometimes the correct line is NOT attacking:
- Opponent at 38 life, large hand, defensive equipment up
- You don't have Bloodrush Bellow or optimal pieces
- Better to pass, use Sand Sketched Plan, set up next turn
- Remember: Every turn they're at 30+ life, you're building toward lethal
Rhinar's intimidate strategy rewards patience and timing as much as aggressive execution.