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Explore strategic identity, card composition, and version history for each Battle Deck.

Bad Omens

A dark prophesy for your enemy foretells a bright future for you.

Bad Omens is a White/Blue/Black control deck that counters spells while using the Foretell mechanic to draw cards, kill creatures, and summon secret weapons that your opponent won’t see coming!

Overview

Control

A White-Blue-Black control deck that uses removal, and card advantage to answer every threat, grinding down opponents before deploying powerful finishers.

Signature Cards
Vengeful Reaper
Augury Raven
Poison the Cup
Keywords
ForetellFlyingScryDeathtouchHasteVigilance

Game Plan

Early Game

Turns 1-2
Prioritize hitting land drops and hold up interaction. Answer the most threatening plays rather than developing proactively.
Depart the Realm

Mid Game

Turns 3-4
Start transitioning from pure reaction to building card advantage. Identify your path to a win condition while keeping answers open.
Cancel
Iron Verdict
Niko Defies Destiny

Late Game

Turn 5+
Deploy Gods' Hall Guardian and Augury Raven when the opponent's resources are exhausted. Keep interaction mana open even when winning — never tap out unnecessarily.
Gods' Hall Guardian

Deck Play Profile

Derived from automated card-by-card analysis across all known versions. The Capability Profile shows how the deck measures up across six functional dimensions — pressure, interaction, card advantage, and more. The Play Style hexagon uses the same data to place the deck on the aggro–control–combo–midrange spectrum.

Capability Profile
Play Style
MidrangeAggroControlCombo
Deck average (all versions)

Strengths & Weaknesses

  • Answer-heavy gameplan that adapts to any threat type
  • Late-game card advantage overwhelms opponents who run out of threats
  • Slow to establish a win condition against very aggressive starts
  • Tight sequencing requirements mean misplays are punishing