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!
A versatile Red-Green midrange deck that combines efficient threats with interaction, scaling into powerful late-game options.
Signature Cards
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.
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.
Late Game
Turn 5+
Leverage Ripscale Predator and Colossal Dreadmaw to dominate the late game. Resolve your biggest threats and protect them.
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
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