Explore strategic identity, card composition, and version history for each Battle Deck.
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!
A versatile White-Red midrange deck that combines efficient threats with interaction, scaling into powerful late-game options.
Signature Cards
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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.
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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.
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Late Game
Turn 5+
Leverage Order // Chaos and Thran Golem 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