Explore strategic identity, card composition, and version history for each Battle Deck.
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!
A versatile Blue-Green midrange deck that combines efficient threats with interaction, scaling into powerful late-game options.
Signature Cards
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.
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 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
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