Deck View

Deck View

Explore strategic identity, card composition, and version history for each Battle Deck.

Flight Club

It’s a bird! It’s a plane. It’s also a man! The First Rule of Flight Club is: you must be capable of flight...that’s also the only rule.

Flight Club is a Blue/White deck that plays only flying creatures with awesome abilities, and pumps them all up with a flying lord.

Overview

Aggro

A fast White-Blue deck that applies immediate pressure using aggressive early plays like Sky Tether and Sky Crier and aims to close games before opponents can stabilize.

Signature Cards
Warden of Evos Isle
Thunderclap Wyvern
Cloudfin Raptor
Keywords
FlyingFlashEvolveAuras

Game Plan

Early Game

Turns 1-2
Deploy Sky Tether and Sky Crier as early as possible and commit to attacking. Every turn you don't attack, you fall behind on your plan.
Sky Tether
Gossamer Phantasm
Sky Crier

Mid Game

Turns 3-4
Maintain pressure while watching for open attacks. Use your interaction to clear blockers rather than save it for defensive purposes.
Warden of Evos Isle
Wingspan Mentor
Gust of Wind

Late Game

Turn 5+
With most of your hand played out, aim to finish the game before topdecking. Prioritize evasive threats.
Migratory Route
Angelic Quartermaster
Heralds of Tzeentch

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

  • Fast clock that puts opponents on the defensive immediately
  • Consistent early game due to low mana curve
  • Vulnerable to mass removal and lifegain that disrupts the damage race
  • Poor late game — topdecks are weak when the hand is empty