Ultra Instinct Druid
- Last updated Nov 30, 2018 (Boomsday)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Theorycraft
- Deck Archetype: Beast Druid
- Crafting Cost: 7460
- Dust Needed: Loading Collection
- Created: 11/24/2018 (Boomsday)

- Pizzacats
- Registered User
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- 9
- 32
- 101
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Battle Tag:
Pizzacats#1434
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Region:
US
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Total Deck Rating
368
Hello guys, thanks for helping this deck get to the front page! That's incredible. I have added a Mulligan section to this page to be a more complete guide as a thank you.
This deck is a Tempo Beast/Ramp/(Combo?) Druid, and I think it will be really fun to play and could potentially be a good deck as well!
With new cards like Oondasta and Stampeding Roar which can cheat out big beasts, and lots of ramp to use them quickly, this deck can make a lot of tempo plays and get a lot of value at 6+ mana, which Druid can almost always achieve by turn 4 or 5 to make it a viable archetype.
Card Choices:
Predatory Instincts seems like an odd pick over other draw options that Druid has, and it isn't really a good card if it is only being used to tutor Hadronox. However, when doubling the health of ANY of the beasts in this deck, it becomes really powerful. Huge taunts or rush minions with high attack and high health are very strong, and your minions will be very hard to trade into and will need hard removal or silence to deal with.
Ironhide Direhorn originally seemed like a mediocre card, but if you can Stampeding Roar into a Direhorn with Rush, kill something, and summon a 5/5, that is a huge tempo swing and can win you the game against other tempo decks.
Charged Devilsaur is the best card to cheat out if you are looking to do face damage. It can immediately attack for 7 to face when cheated out, and if it was buffed with Predatory Instincts, it can do 14 damage because of being able to flip the stats with Crazed Alchemist.
One of the funniest combos you can pull off with this deck explains the reference "Ultra Instinct". If you buff Ultrasaur with Predatory Instincts, you get a 7/28 minion. You can cheat it out before 10 mana, and the opponent will most likely ignore a 7/28 with no taunt. The next turn you flip it with Alchemist and it is 28 face damage. This isn't usually going to win the game for you, but the possibility is too fun to resist, and cheating out a 7/14 really isn't bad either. You can also flip Ultrasaur for an easy 15 or 29 armor with Earthen Scales if you are just trying to stay alive.
Witchwood Grizzly is another good card to cheat out because you get rid of the Battlecry drawback. Resurrecting it with Witching Hour will also make it start with 12 health. If you use Instincts and get this card, it is basically auto-win against aggro if they don't have silence.
Juicy Psychmelon is a natural fit for this deck as you will draw 3-4 consistently.
Witching Hour is extremely powerful no matter what target you hit. At the absolute minimum, you summon a Ironhide Runt and only save ~1 mana, but 95% of the time, the beast will be worth at least 7 mana and save you 4-7 mana for an extreme tempo play. The only downside is that it is a dead card for the first several turns.
Spellbreaker is likely going to be a very important card in the upcoming meta as there will be several deathrattle based decks and it can also allow you to push through a taunt to finish the game.
The other card picks just synergize really well for a Druid deck that wants to ramp quickly and stay alive long enough to get some really strong minions on the board
Cards to Consider:
Class cards:
This deck might be too greedy in a fast meta, but will be amazing in a average or slow meta where you can play all your threats as soon as possible. If the meta is fast, there are other options listed below, but a lot of these cards could slow you down and cause you to not get beasts on the board as quickly or consistently.
You could add another spellstone, an Oaken Summons package with Ironwood Golem and maybe another Greedy Sprite, Wrath, the new card Pounce, Innervate, or another Neutral card such as the ones below:
Neutral Cards:
Another Spellbreaker, Gluttonous Ooze or Harrison Jones, Chief Inspector, Mossy Horror, Void Ripper or another Crazed Alchemist, Crystallizer (if you add another spellstone), Arcane Tyrant, Untamed Beastmaster, Amani War Bear, or Giant Mastodon. Which cards heavily depends on what cards are defining the meta.
Possible cuts:
In a fast meta: Ultimate Infestation, 1 Juicy Psychmelon, 1 Nourish, 1 Wild Growth, Greedy Sprite, 1 Ironhide Direhorn, or Spellbreaker.
In a slow meta: Lesser Jasper Spellstone, Swipe, Earthen Scales
If you cut Ultrasaur, Crazed Alchemist, or basically anything else, you are playing this archetype very differently. I'm not sure if it will be worth trying to make this deck work in a super fast meta anyway, so don't try too hard to make this good against aggro.
Mulligans:
It is usually safest to mulligan like it is an aggro or midrange match-up, depending on how aggressive the class usually is. It is also useful to know exactly what cards each class has been most often playing in the early game and if your hand will be good enough to handle it.
This can be a lot to take in if you are a newer player, especially if you aren't sure how to play against certain meta decks. A good place to check is HSReplay, where you can see what decks are doing the best in the current meta and how you can counter them.
Primary keeps:
Always keep: Wild Growth, Greedy Sprite
Against Aggro: Swipe, Lesser Jasper Spellstone
Against Midrange: Juicy Psychmelon, Spellbreaker, Swipe, Lesser Jasper Spellstone
Against Control: Juicy Psychmelon, Nourish, Stampeding Roar, Predatory Instincts
Secondary keeps:
These cards shouldn't be kept unless you have at least 2 of the cards above.
Always keep: Juicy Psychmelon, Stampeding Roar, Spellbreaker
Against Aggro: Witchwood Grizzly, Earthen Scales
Against Midrange: Nourish, Predatory Instincts
Against Control: 2nd Wild Growth, Witching Hour, 2nd Stampeding Roar, Crazed Alchemist
Tertiary keeps (only applicable if going 2nd):
If the stars have aligned, you have the coin, a good curve, and all but one card in hand is listed above, then keep one of these cards:
Always keep: 2nd Stampeding Roar, Predatory Instincts, Lesser Jasper Spellstone, Nourish
Against Aggro: 2nd Swipe
Against Midrange: Witching Hour, 2nd Wild Growth, Earthen Scales, 2nd Wild Growth
Against Control: Ultimate Infestation. 2nd Juicy Psychmelon, 2nd Nourish
I really think this will be a fun deck to play and is a lot more interactive to play with than other Druid archetypes in standard and I am looking forward to trying out this deck! I hope you like it too!
I think you missed the fact that Stampeding Roar gives RUSH. Pull amani off of Stampeding Roar (which already has rush) and you probably lose. 3 mana 7/7 with Direhorn is still good. 7/14 with "Overkill: create a 5/5 every turn for the rest of the game" is still pretty great. the ONLY reason that Direhorn could possibly be cut is that it makes witching hour a little worse. However, that's still at least a 3 mana 5/5 AND if the opponent wasted resources killing a 5/5 you probably just win anyway. On paper, Direhorn might seem bad, but the ability to create even more threats for free can just win you the game by itself. The only thing amani war bear accomplishes is stall, which has some value, but not really enough value to outclass direhorn in this deck. You would be better off running another spellbreaker or something which can be played early in the game. If you get to 6 mana and all you accomplish is putting war bear in the game for 1 less mana, you will have very little chance to win. Even if Amani Warbear is a 5/14 is that good? Sorta, but there are better targets for instincts anyway. Think about it this way: If the enemy has a 4/4, is 10-11 mana to deal 4 damage, and summon an Ancient of War worth it? No. Battlecry: deal 4 damage is worth maybe 4 mana, so Instincts on Warbear is only worth about 11 mana. Why play something that can only save you 1-2 mana at best in this deck? That defeats the purpose of out-tempoing the opponent. Direhorn with instincts attacking a 4/4 is a 7/10 + a 5/5 deal 4 damage for 10 mana and normally worth 17 mana, so you automatically save 7 mana with stampeding roar, which is actually a lot of tempo. If you can summon 2 5/5s, that is now worth 21 mana at least, and you almost guaranteed win the game.
the point is I don't like getting the ironhide off any effect in the deck at all its just a bad card wasting a slot when there are just a lot better beasts to get from the beast cards. giving it rush doesn't really do enough for me when id rather get an oondasta or witchwood grizzly.
You can believe that, but its not true. giving it rush on turn 6 and summoning from your hand will be an instant win most of the time. Don't believe me? wait till the expansion hits and youll see. Of course oondasta is the best pull, but you need to have sufficient threats to beat control. If enemy has removal in hand, are you just gonna roll over and lose. or keep dropping big threats? Getting witchwood grizzly off of stampeding roar is pretty terrible and it is almost a waste of rush. Sure you save some health, but it's not really worth it since it costs an extra mana anyway. So with that, I don't think you know how the deck works
I don't understand? how does ironhide help you vs control? its just a win more card in my eyes like I said there are just better cards to pull and this is just bad to get a lot of the time youd rather pull a good beast than just an ok one. Getting grizzly with rush is actuallt pretty good because you get to dictate the first trade so for example if they ha a lightwarden you kill that because it can grow and then it does less damage to it. youre getting it carried away with the whole summoning 5/5s thing which is cool when you pull it off all im saying is there is a lot of better things id rather do.
That’s the point. Direhorn has Rush with stampeding roar. Amani bear already has Rush built in so it’s a waste. And why is it better? Because 12 damage on board with a potential to become 17 attack if they don’t answer is a lot more threatening than a 5 attack taunt with 4-5 hp. They can leave that on board for 3-4 turns and it won’t matter. Leave direhorn up for one turn and it’s over. The reason this deck is so good against control is because of the pressure to remove the board. Amani war bear applies hardly any pressure at all
like I said I think youre getting a bit carried away with the summoning 5/5s thing. Also not sure what control decks there are that would struggle dealing with it. Not saying that when you pull it off its bad but the point is youre not really gonna pull it off often and when you do its not gonna have as big an impact as you think which is why I said I want cards that make a bigger impact for example grizzly or oondasta and the war bear is still good to get since if you double its health just like grizzly its insane and yes it already has rush but the point is youre cheating it out. when you cheat out ironhide youre probably gonna get one overkill right away then its gonna just be killed off the next turn also getting the 5/5s I assume they are beasts so it also ruins your witching hours. So like I said again id rather play a war bear or a charged devilsaur because they have much better effects and youre gonna get a bigger impact.
You play the deck like a control deck, ill play it like a tempo deck. That is all. Amani war bear is very little tempo gain compared to direhorn. I even did the math for you, but you ignored it. Good day sir.
when did I say to play it like a control deck... also not sure what kind of tempo decks youre playing but you for sure don't know what tempo means.
7/4 and 5/5 for 6 mana or 5/4 irrelevant taunt for 6 mana, which is more tempo, hmmm. Yeah i think you need to get your definitions straight... Tempo decks apply pressure and play minions that need to be removed, often with a spell, or you will lose. Amani doesn't need to be removed. No pressure. Not tempo. Only for stall and CONTROL. You want to put bear in? fine. Take out UI. It will be marginally better against aggro. Switching out direhorn for bear won't help you, they can just trade into it with a 2 drop and weapon, barely slows em down. Take out direhorn though and you just will not be able to keep up with pressure and your opponent will keep going face till you lose unless you get a lucky earthen scales target. If you play direhorn, they are forced to trade basically. Think of Direhorn as a 7/7 with taunt and a huge potential upside if given rush or left alive. If they don't kill it, they will regret it. THAT is what tempo means. Mana efficiency and board pressure. Amani war bear provides neither for this deck
im not actually gonna put the bear in im saying id rather play the bear than the direhorn because it benefits more from double health and being summoned back from witching hour. by your definition of tempo I suppose you also think cubelock is a tempo deck. also yet again youre getting so carried away with summoning 5/5s its just not good enough when there are better things you can do for example the war bear because its just a lot better at 7 mana when you just play it from hand and ironhide is only decent when you get it off stampeding roar it then overkills something and just dies the next turn wow great.
cubelock is combo. takes multiple turn setup, so no i don't think its tempo at all. and no, it doesn't benefit from double health. I already said it is equivalent to ancient of war value but for 10 mana. and like i already said, witching hour is the only reason. i already said that. but its worse in every other aspect. Once again, good day.
This is my new version of the list. I thought you brought up some good points about splitting between tempo and control and I created this list:
https://www.hearthpwn.com/decks/1201892-improved-ultra-instinct-druid
You stole my deck name, don't understand why i even called it Ultra Instinct, and claim to have imrpoved it (it's not improved). If you actually read my deck description, you'd understand why I called it Ultra Instinct. Without Ultrasuar or Crazed Alchemist, the name is meaningless. You also have a super bad card like Injured Blademaster in hope you pull it out with Oaken Summon (which isn't even that great), while drawing it becomes super bad, basically autolose against aggro or midrange. This isn't resurrect priest dude. Arcane Tyrant is still not a very good card to run and you will just end up with a dead hand more often, and playing a 4/4 does very little for the win condition, so I don't think it is worth running at all. Everything in this archetype is about making threats that the enemy will have to spent a lot of resources trading into or won't be able to remove it. Arcane tyrant can still be dealt with using one card in any deck. If you took out both those bad cards, took out a wild growth, and put 2 Greedy Sprites and Ultrasaur, you might have a playable deck. Oaken Summons could actually work in this archetype, as I stated above, but it requires 2 greedy sprites because more often than not, you would rather get a greedy sprite out of your deck than an ironwood golem. The main problem with Oaken Summons is that you might need Spellbreaker more than you need a taunt or ramp. It's "better" than the last version you proposed at least.
You’re thinking way too far ahead dude. Come back to the present.
Do you have to be a Super Saiyan God to play this deck?
With this deck, even Yamacha can be a super saiyan god!
Looks great, what changes would you make after rotation for the ungoro/kobolds/freezies?
No idea lol. It would depend completely on what cards are in the next expansion
Needs a lot of changes. Earthern Scale just isn't good enough. Ultrasuar is simply to big and slow. Psychmelon should be cut for branching baths. Earthern scales should be replace with Naturalize. Cut greedy sprite for another Spellstone. Add 5 mana 4/4 elemental that cost 0 when you cast a spell (sorry forgot name) in place of Ultrasaur and the deck is 10x better. You should also cut SpellBreaker and alchemist for a UI and another 4/4 elemental. Now I think the deck is 10x better
Summary:
-Ultrasuar, -2x Earthern Scale, - 2x Psychmelon, -1 SpellBreaker, -1 Alchemist, -1 Greedy Sprite
+2 Naturalize, +1 Spellstone, + 2x Branching Patchs, +1 Ui, +2 4/4 elementals.
If you watched the stream today, I think you will see why these substitutions are bad for this archetype. Without Earthen scales you will just die, without psychmelon you will have a dead hand until turn 7, without spell breaker you lose to deathrattle, without alchemist you lose the potential to push face damage, and without greedy sprite you will just not be able to play anything in your hand. Naturalize is good for killing big stuff, but the goal of this deck is to summon your stuff before their big stuff so what is the point? if you use naturalize on small minions, you just give them card advantage and you will get run over. +1 spellstone is a maybe, but if branching paths is your only armor gain, they wont get activated by much. and you can only hope to realistically upgrade one of them. Branching paths also just won't get you to your threats in time to get minions on the board versus aggro or midrange. Sure you can gain armor, but 12 armor gain while you have nothing on the board doesn't do much and takes up a turn that you could have spent drawing 4 of your threats. 2 Ultimate infestations is super greedy and this deck should already be closing out the game by 10 mana or within 1 or 2 tuns. You will never need 2 Ultimate infestations, or you just lose. Arcane tyrant is a "maybe" card since it can be played alongside Stampeding Roar, but you will just run out of cards faster and all you did was summon a 4/4, which isn't very high power level for what this deck can do.
In summary, my deck is a tempo Big druid, your idea is split between tempo and control which just makes it average speed which means it won't really be that great against control and it will still be lacking the proper tools to deal with aggro.