Explore strategic identity, card composition, and version history for each Battle Deck.
Gear Heads
Whether you’re looking to throw a wrench or a punch, these artificers are ready to rumble!
Gear Heads is a Blue/Red aggro deck that uses equipment, thopters, and other artifacts to turn tiny artificers into hard hitting threats. Improvise a beat down with these Gear Heads!
A fast Blue-Red deck that applies immediate pressure using aggressive early plays like Bonded Construct and Gingerbrute and aims to close games before opponents can stabilize.
Signature Cards
Keywords
ImproviseScryEquipmentHaste
Game Plan
Early Game
Turns 1-2
Deploy Bonded Construct and Gingerbrute as early as possible and commit to attacking. Every turn you don't attack, you fall behind on your plan.
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.
Late Game
Turn 5+
With most of your hand played out, aim to finish the game before topdecking. Prioritize evasive threats.
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
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