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Drop Kick

The bigger the spell, the better the spell! Kick it up a notch and dropkick your enemies into oblivion!

Drop Kick is a Blue/Green control deck that uses the Kicker mechanic to generate value! This deck draws cards, counters spells, disrupts the board, and swarms the sky with a flock of drakes!

Overview

Control

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

Signature Cards
Coralhelm Chronicler
Lullmage's Familiar
Murasa Sproutling
Keywords
KickerAurasCyclingMultikicker

Game Plan

Early Game

Turns 1-2
Make efficient plays with Bubble Snare and Reclaim the Wastes and set up your mid-game. Don't overextend into sweepers if you have a lead.
Bubble Snare
Roost of Drakes
Into the Roil

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.
Field Research
Lullmage's Familiar
Murasa Sproutling

Late Game

Turn 5+
Leverage Coralhelm Chronicler and Field Research 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
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