Deck View

Deck View

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

Dino Might

It took a comet to defeat the dinosaurs the first time, so what chance does your opponent have?

Dino Might is an aggro Red/Green ramp deck that crushes unsuspecting players beneath its massive feet. Quickly play huge dinosaurs, and start stomping everything in your path!

Overview

Midrange

A versatile Red-Green midrange deck that combines efficient threats with interaction, scaling into powerful late-game options.

Signature Cards
Thundering Spineback
Raging Swordtooth
Commune with Dinosaurs
Keywords
EnrageFightTrample

Game Plan

Early Game

Turns 1-2
Make efficient plays with Escape Velocity and Duskshell Crawler and set up your mid-game. Don't overextend into sweepers if you have a lead.
Duskshell Crawler
Big Play
Duel for Dominance

Mid Game

Turns 3-4
Develop your board while leaving up interaction. This is where the deck's threat-answer flexibility shines — read the matchup and pivot accordingly.
Ornery Dilophosaur
Urban Daggertooth
Gift of Paradise

Late Game

Turn 5+
Leverage Ripscale Predator and Colossal Dreadmaw to dominate the late game. Resolve your biggest threats and protect them.
Ripscale Predator
Colossal Dreadmaw

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

  • Flexible threat-answer ratio adapts to different matchup archetypes
  • Individual card quality means you win most fair fights
  • Slower than aggro decks and can struggle if forced to play purely reactively in the early game
  • Weaker to overwhelming synergy decks that go "above" fair interaction