“Rush is a low-skill efficient deck”, at least that’s how it appears to new players. Plus, it enables some quick and pretty reliable wins. And the Red rush is one of the cheapest efficient decks around, memoria-wise. That’s why you’ll see lots of them. However, when playing against someone who knows how to counter rush, it becomes much trickier. If you are an average rush player, your opponent will either cut your route to his orb, stopping the damage flow, or starve your faeria, and counter-attack.
Rush (and especially Yellow) is not a low-skill deck, playing haste over and over, there aren’t any low-skill deck when your opponent knows what he’s doing. Draw-RNG plays a big part in some matchups, though.
Keep in mind Faeria is tuned for high level competitive play, and at this level you don’t see many rushes, as they tend to be pretty unreliable (a rush with a perfect hand is hard to stop, but a rush with a crap hand can’t do anything at all …).
If you’re coming from HS, and consider yourself a “fairly decent strategy player”, I suggest you learn some tricks by looking for example at the guide in Taiyodori’s post, just above. Faeria is different from most card games, where you mostly play “on the curve” and hope your opponent doesn’t have an answer or RNG gods smile to him. The game mechanics are more complex, for instance you can perfectly skip a few turns in a row if the situation requires it, and you won’t necessarily be behind by doing so.
To sum up the strategy against rush : try to get the 2 land spots on each side, and if possible the land spot connected to them as well, leaving only the straight line connecting both orbs (avoid playing a land right in front of your orb). Against Yellow, try to avoid getting hit as much as possible to stop Crusader from growing. Step on his lands to stop him from summoning the haste creatures. And as soon as you have an opportunity, build double neutral lands towards your opponent, then place another land and counter-attack. You can’t win that match by playing passive (well, except for fatigue, but that should be the exception, not the norm).
As for rush, though, I don’t know if it’s in the right spot. It can be overwhelming when you’re very lucky, or worthless if you’re very unlucky. I played it to rank up last season, most of my games against God players were pretty close, so I think it’s not in a bad spot since Vampire is gone, and Ghoul isn’t free anymore. Maybe Crusader could be capped, and Death Walker could see a nerf as well (or the combo Oradrim Monk + Prayer), the decision is in the devs’ hands, though