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Unstable Rush

By ScoreWin ScoreWin+5005


Cost Curve




This is a Hyper Aggro Combo deck that has an extremely high damage output and the potential to win Turn 3.

- Extremely high damage output
- Turn 3 win potential
- North-Wind Herald has ALOT of good outcomes from Unstable Form. Notably: Icaria, the Liberator + Nightmaw, Sight Unseen

- Struggles against Feln Control.
- Torch - if they are playing Fire, prefer to play a Hellhound over Champion of Fury. In addition, prefer to save Power to use Pummel when attacking with your first unit. This will likely bait out the Torch which be absorbed with the extra 2 Health on most of our important targets.
- Vanquish
- Lightning Storm
- Harsh Rule - If they are playing Justice, go all out pre 5 Enemy Power. If they hit 5 Power, start holding back cards. If the Harsh Rule hits, it's generally game over.
- Auric Runehammer

- The Power of a Conditionally Free Unit will remain 0 until the end of turn. Wait to play Unstable Form until the following turn or you will end up with a Random 1 Power Unit.
- North-Wind Herald will take into account the Unstable Form that targets it. Make sure that Unstable Form is the first spell used that turn and that you do not Unstable Form more than one North-Wind Herald a turn.

Turn 1 North-Wind Herald(s):
A.) Fire Sigil + Trail Stories + On the Hunt
B.) Fire Sigil + Trail Stories + Torch
C.) Seat of Fury + Yeti Spy + Trail Stories + Levitate
D.) Seat of Fury + Yeti Spy + Trail Stories + Unstable Form

Turn 2 Lurking Sanguar(s):
A.) Turn 1 Red Power + Grenadin Drone
C.) Turn 1 Seat of Fury + Yeti Spy + Turn 2 Red Power + Champion of Fury
D.) Turn 1 Seat of Fury + Yeti Spy + Trail Stories + On the Hunt + Turn 2 Hellhound
E.) Turn 1 North-Wind Herald + Turn 2 Champion of Fury
F.) Turn 1 North-Wind Herald(A) + Turn 2 Hellhound

Turn 2 Sindok, Rage Incarnate(s):
A.) Turn 1 North-Wind Herald(A) with Trail Stories targeting Pummel Turn 2 Power + Hellhound + Pummel
B.) Turn 1 North-Wind Herald(A) with Trail Stories targeting Torch Turn 2 Power + Hellhound + Torch
C.) Turn 1 North-Wind Herald(A) with Trail Stories targeting Unstable Form Turn 2 Power + Hellhound + Unstable Form targeting North-Wind Herald
D.) Turn 1 North-Wind Herald(A) * 2 + Turn 2 Power + Hellhound

Turn 3 Scourge of Frosthome:
A.) Turn 2 Sindok, Rage Incarnate + Turn 3 Unstable Form

Flying Charge Hounds:
Hellhound + Levitate + Mirror Image

Yeti Spy:
A.) Levitate
B.) Pummel



Type Standard
Archetype Aggro Combo
Updated 19 January 2018
Eternal Version v1.27 - The Dusk Road
Views 11,555
Shiftstone Cost 30,000 / 140,800 (Premium)
Sideboard Cost 2,450
Influence Requirements 2 2 1
Units 24
Attachments 0
Spells 26
Powers 25
Deck URL

Revisions Last Change: 04 January 2018


fabest77 Eternal Version: 1.27
Hey, this deck is becoming quite popular!
I've played twice against it yesterday, in Gold ladder. I never faced it once before that.
I won both times but I have a deck mostly focused vs aggro.
420AM Eternal Version: 1.27
I like this deck a lot! Built it right before The Dusk Road came out, how do you think it's changed in performance? Lots of new creatures with Bond and high casting costs.
chaostehjace Eternal Version: 1.27
I tested out the deck with what I had, which meant 4 Obliterate as I only own 1 sindok, and he ended up winning me the game. I had to use my unstable form early to survive mono time BS, Game started good, got quick aggro off, i got REALLY lucky with unstable mutations, even turning a Grenadin Drone into a Champion of Fury. Obliterate was able to save me from Echosaurus. The deck feels really strong and makes me consider making more Sindok. I had originally given up on Unstable form when the 10 drop dinosaur was released.
fabest77 Eternal Version: 1.27
Hi ScoreWin,
Don't you think that the Bond units kinda ruined this deck?
I stopped playing it since Dusk Road because it was very frustrating. It was already difficult to have all the pieces together for the deck to be powerful, now it's even harder.

By the way I tried Second Sight instead of Yeti Spy and i was verry happy with it. It's a much safer way to draw and the fact that Unstable Form has Echo is the icing on the cake.
ScoreWin Eternal Version: 1.27
I haven't had a real issue with Bond so far. Yes, the blowouts are far weaker, but we still cheat out free units consistently. The deck is really just Hyper Aggro that has combo potential. It isn't required to win. Leveraging ChaFu and Hellhounds, combined with mirror image, we can push massive damage early. Cheating out a SIndok, NWH, or LS further pushes the damage. Unstable Form is really just icing on the cake. We already got value by playing the units for free.

Second Sight is NOT better than Yeti Spy in this decks context. We do NOT care about card advantage. Yeti Spy helps us cheat out Lurking Sanguars and is a fantastic turn 1 for setting up a turn 2 Banner. Yeti Spy also curves better with On the Hunt. Always prioritize Yeti Spy first. Turn 2, we can leverage Pummel or Levitate to get him through and still have Power to cast On the Hunt. This also happens to be enough to cheat out a NWH same turn.

Yeti Spy is also one of my favorite targets for an early Unstable Form. Yes, in some cases, I cast UF on Yeti Spy after I proc his infiltrate. This helps us push more damage early and stack damage up to cheat out a Sindok -- which is far better than holding onto UF until after we play Sindok. I have tried Second Sight before and find that it performs poorly and causes the deck to further polarize. We do not have enough early creatures to support LS without Yeti Spy.

I do not have any real issues in the current meta.
fabest77 Eternal Version: 1.27
Thank you for your detailed answer, as usual :)
I played the game yestersday and had great fun.
Something I noticed though is that Crests make for less explosive starts. I often have a depleted Power on turn 1, which is not great.
ScoreWin Eternal Version: 1.27
It's a bit of a trade off. I found that they perform better than Diplomatic Seals. Yes, we sometimes run into unexpected Depleted Power, but I have almost no trouble getting double influence requirements for ChaFu or Sindok anymore. With Diplomatic Seals, I often had an anti-climatic 9 damage dealt without being able to drop a Sindok due to double Fire requirement. Crests also help filter. This is extremely important in this deck as we hardly need more than 3 power typically. Or allowing us to ditch a late game Yeti Spy/Trail Stories reducing some of their drawbacks.
andynewin Eternal Version: 1.27
Is there a good replacement for sindok I have most of the deck except for that and would like to try it out?
ScoreWin Eternal Version: 1.27
You can replace Sindok, Rage Incarnate with Obliterate in a pinch. You should run as many copies of Sindok as you have though as a turn 2-4 Sindok can be pretty devastating and demands an answer, especially when combo'd with Unstable Form.
Agarez Edited Eternal Version: 1.26.3
I'd say one of the downsides is that deck looks like scycrag or stonescar at first. Opponents realize that you're going to rush and become extremely cautios. They throw everything they've got onto your first units to slow down incoming damage and prolong the game to outlast you - yeti and even grenadins catch torches, storms etc. This breaks combos very often.
fabest77 Eternal Version: 1.26.3
After playing the deck a bit more, the only card which I find regularly underwhelming is Yeti Spy.
Are you happy with it?
In my games it happens to do close to nothing most of the games.

Did you ever think of replacing it by a real draw spell, like Trailblaze or Second Sight?
ScoreWin Edited Eternal Version: 1.26.3
Yeti Spy is crucial to the deck. It might be a matter of play priority for why it feels lack luster for you.

I always prioritize my Turn 1 in this order:
- Grenadin Drone if Lurking Sanguar in hand.
- Yeti Spy
- On the Hunt

The reason is that Yeti Spy will not go off if you wait to play him until after On the Hunt. I generally can get him through on the play. I will save Pummel or Levitate and push a Spy through for the card draw as a priority. I regularly get the "piece I need" for a combo or cheat out because of spy.

Spy drew me the NWH here:

I randomly get the 2nd spell for a NWH or a Lurking Sanguar or Sindok, Rage Incarnate off of him though. Spy let's us be more confident on keeping 2 power hands and plays a vital role in getting undepleted Power via Skycrag Banner so we can charge out a Champion of Fury.
fabest77 Eternal Version: 1.26.3
Thank you for your quick and detailed reply. I'll persevere with him, I'll try to play it like you advise.
timsdeathmachine Eternal Version: 1.26.3
I just found this and am loving it so far, turn 4 Sindok for the concession, had 2 more in hand
tooeasy Eternal Version: 1.26.3
Great effort on write up and a clever spin cheers m8
fabest77 Eternal Version: 1.26.3
I play the deck for a few days and I admit it can be frustrating as there are some matches where you feel powerless but on the other hand the deck is fun and interesting to play, and the wins are memorable. That is exactly what I was looking for.
By the way did you make any change to it since you first posted it?
ScoreWin Eternal Version: 1.26.3
The deck has not really changed since 2 seasons ago. I keep making considerations, but the only thing that was tweaked was the Power base. Glad you are enjoying it though. Good luck and have fun!
HalfwayCrusader Eternal Version: 1.26
0-7 with this in High Masters. Either I'm doing something extremely wrong, or this isn't a remotely playable deck.
ScoreWin Edited Eternal Version: 1.26
I have reliably gotten to masters 3 seasons in a row with this deck. There is a high skill cap to it that requires practice to master. Knowing what your outs are for a given situation, when to hold to mirror image, when to blow Unstable Form on a baby 1/1 to increase your through-put. Initially, I had roughly a 60% w/r. After 400+ games with it, I average around 75%. This season, I launched with 24/4. Got to masters in 7 hours day 2.

It is an incredibly fun deck, but you will need to practice it in order to achieve high success in games that last more than 5 turns.

Hope you have fun. Good luck and keep practicing!
HalfwayCrusader Eternal Version: 1.26
I honestly don't see how that's possible. I'm at 1-12. I'm sure I'm not playing the deck optimally, but I don't think it's been possible to win with the hands I've had, and 1-12 is outside the realms of normal bad variance. I extremely rarely cheat out an expensive unit, and the rare games I have my opponent just removes it and it doesn't matter. I'll have to watch some gameplay videos, because it's incredible to me that I could go 1-12 with a 75% winrate deck.
ScoreWin Eternal Version: 1.26
If you rarely cheat out any units, you are doing something wrong.

I am going to be writing a detailed guide which should help out those who try to play this like a normal deck. I have a consistent win rate with it, but I also exclusively played it to get to Master 3 seasons in a row. The deck itself is not 75% win rate... because the deck does not play itself. If you are looking for a straight-forward deck, then play Rakano or Stonescar. Part of what I love about this deck is that it has a high skill cap which lets me scale my win rate the more I learn the deck. There are a ton of decision points.

Ultimately, the deck is not for everyone's play style and can be a fun casual deck for the light-hearted. For those willing to learn the finer points, players can achieve really great success in ranked.
HalfwayCrusader Eternal Version: 1.26
Honestly I'm inclined to believe you, and your success is all the more impressive given how extremely poorly I've done. I'm not trying to play it straightforwardly, but I just seem to not be able to get the kill before I run out of gas, or never have any gas to begin with. I'll be looking forward to that guide; obviously I'm very intrigued.
ANDROSMERE Eternal Version: 1.26
I've had the same bad experience with this deck. If you get a great starting hand, it's pretty much unstoppable. But the other 90% of the time, you're going to lose. I practiced the deck in gauntlet for a long time first to learn the ins and outs. I really wanted to like this deck, but it's really bad. I'm sure winning streaks are definitely possible, but this is the worst deck I've ever tried in Ranked mode.
ScoreWin Edited Eternal Version: 1.25
ScoreWin Edited Eternal Version: 1.25
finalprodigy Eternal Version: 1.24
nice deck
ScoreWin Edited Eternal Version: 1.24
Just hit Masters tonight piloting this deck!
ScoreWin Edited Eternal Version: 1.24
Turn 3 Shenanigans...
Drave Eternal Version: 1.24
Thanks for sharing this deck! Love how it throws card advantage down the window and simply rushes the opponent down. Really fun!!!
ScoreWin Eternal Version: 1.24
Glad you are enjoying it! I actually just piloted this to Diamond today. Having a blast.
ScoreWin Eternal Version: 1.24

Turn 1: Trail Stories targeting Unstable Form + On the Hunt + North-Wind Herald.
Turn 2: Hellhound + Unstable Form targeting North-Wind Herald. Gives me a Icaria, the Liberator.

Lombar Edited Eternal Version: 1.24
Hey! I like the idea of this deck, I was trying to put together a super budget aggro on these colors and I'll take some ideas from here.

However, do the Lurking Sanguar perform? It seems to me like you're spending 7 slots on a 4/2 that really doesn't bring a lot to the board.

ScoreWin Edited Eternal Version: 1.24
It's really easy to get Lurking Sanguar in play in this deck. The combo's listed above are just the really early ways to play it. We are not spending 7 slots -- only 4. Because of the amount of Charge units in this deck, it is super easy to get his out. Levitate helps push past blockers. In addition, Mirror Image on a Charge unit works too. Specifically, the Overwhelm part of Champion of Fury synergies well, because even if they block -- you generally still deal 1 damage from this souce. Grenadin Drone is also an obvious way of playing him.

a 4/2 by itself is not a huge deal, but having ANOTHER 4 power unit in play turn 2-3 makes it really hard to play against. It is an additional target to remove and if they don't remove it, he makes a great target for Unstable Form.

This was 5 mins ago...
Lombar Eternal Version: 1.24
Yeah, I'm a complete noob, I thought that you needed the shadow influence to play it, reason why you were playing Diplomatic Seal (which I realized also today that it's not a spell, it's a power).

Sorry, I was completely wrong. Great list mate :)
ScoreWin Edited Eternal Version: 1.24
Thanks! Yea, there is a subtle difference between the keywords Free and Cost Less. Free removes influence requirement as well. This is why Sindok, Rage Incarnate still requires FF even if 9 damage is done.
YGAlexander Edited Eternal Version: 1.23
You need at least FF to play Sindok, so it is impossible to play it on turn 1. Which means it can not combo with Infernus.
ScoreWin Edited Eternal Version: 1.23
You're right -- mistake on my part. Thanks for pointing this out.