I really liked the Johktari Beastmaster rush deck that was in one of the Arcane Duels videos, but it seemed like if the opponent somehow survives your initial rush, you could run out of steam. You lose 3 Hurl Boulder in the first 3 turns, and you end up out of mana.
I assume you're referring to that Beastmistress Rushmaster vs Necromancer video ?
I'd like to point out that that Necromancer absolutely played badly beyond R1 and iirc did absolutely nothing to help himself from being destroyed. Some Armor, just a Brace Yourself, a wall and/or the Shadow Cloak would have helped immensely.
I mean, a Forcemaster is just as deadly if you let her do 4-5 turns exactly what she wants and put nothing in her way.
So, you're correct imo in your assumption that such a strategy can run out of steam fast if you play some early counters. In this game it only "looks" very powerful because the Necromancer makes all the wrong plays.
Regarding your spellbook :
AttacksI'm missing some Fire spell(s), especially considering a potential difficult match up like the Druid ( and her fire weakness ).
The unavoidable Flameblast and 1 Fireball could serve you better overall than Force Hammer ( you already have Hurl Boulder ) and Pillar of Light ( weak spell overall imo )
Thunderbolt has range 3 of course but it's also 6 sbp's and 10 mana a pop.
If you don't play it a lot, I'd cut it as it would allow you to include a few more useful spells.
ConjurationsAll solid choices.
I would like to have a second Wizard Tower however. The first one usually goes down ( sometimes quickly ) and having another one to continue your strategy may just be what you need to break the opponent.
Another conjuration which comes in extremely useful at the right time is a Tanglevine.
CreaturesSolid imo.
EnchantmentsYou may not need more than 1 Hawkeye. I know your strategy counts on it and therefore you probably foresee a backup but this card is usually not worth wasting an action, mana and a dispel on and remains untouched the entire game, so there's potential to save 2 sbp's there.
I wanted to suggest a Teleport Trap but then noticed you already have one.
Great card.
EquipmentThe first thing that sticks out : where are the Mage Wands ?
I'd include 2 of them.
Gauntlets of strength I wouldn't bother with in this build. Melee is not your "game" and you can save 2 sbp's here.
Leather Gloves however would serve you much better as well as Leather Boots.
Why do you use Wind Wyvern Hide ? Overall an Elemental Cloak would help you out in more situations.
1 less armour but Flame, Frost and Lightning -2.
IncantationsSolid choices.
With a Mage Wand you could possibly go down to 3 Dispel.
Shift Enchantment would be a nice addition ( especially with Rust ) and cheaper than Enchantment Transfusion to use.
Disarm ( on a Wand ) could also be a nice addition.
Overall, I'd say you have 90% of a good spellbook in place already.
Playing games will allow you to tune it further.
Success.