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Disturbing Auras

The amount of enchantments in this deck might disturb your opponents

Disturbing Auras is a White/Red enchantment deck that put auras on creatures who gain powerful effects when enchanted, as well as using Disturb creatures that attack, die, and return as even more enchantments!

Overview

Midrange

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

Signature Cards
Order // Chaos
Thran Golem
?
Keywords
AurasTransformDisturbLifelinkFlyingFirst Strike

Game Plan

Early Game

Turns 1-2
Make efficient plays with Raffine's Guidance and Drogskol Infantry // Drogskol Armaments and set up your mid-game. Don't overextend into sweepers if you have a lead.
Raffine's Guidance
?
Pacifism

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.
Valduk, Keeper of the Flame
?
Undying Rage

Late Game

Turn 5+
Leverage Order // Chaos and Thran Golem to dominate the late game. Resolve your biggest threats and protect them.
Thran Golem
Order // Chaos
Tiana, Ship's Caretaker

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