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Crews Control

The Gods of Old have returned and brought their loyal followers the ultimate weapon - THE AUTOMOBILE!

Crews Control is a Black/Blue deck that combines the Inspired and Crew mechanics to maximize value as you commit vehicular assault.

Overview

Aggro

A fast Blue-Black deck that applies immediate pressure using aggressive early plays like Clutch of Currents and Fourth Bridge Prowler and aims to close games before opponents can stabilize.

Signature Cards
King Macar, the Gold-Cursed
Daring Thief
Make Obsolete
Keywords
InspiredCrewFlyingAwakenFabricateFirst Strike

Game Plan

Early Game

Turns 1-2
Deploy Clutch of Currents and Fourth Bridge Prowler as early as possible and commit to attacking. Every turn you don't attack, you fall behind on your plan.
Deepwater Hypnotist
Disciple of Deceit
Sky Skiff

Mid Game

Turns 3-4
Maintain pressure while watching for open attacks. Use your interaction to clear blockers rather than save it for defensive purposes.
Mobile Garrison
Daring Thief
Weaponcraft Enthusiast

Late Game

Turn 5+
With most of your hand played out, aim to finish the game before topdecking. Prioritize evasive threats.
King Macar, the Gold-Cursed
Daring Demolition
Nekrataal

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

  • Fast clock that puts opponents on the defensive immediately
  • Consistent early game due to low mana curve
  • Vulnerable to mass removal and lifegain that disrupts the damage race
  • Poor late game — topdecks are weak when the hand is empty