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High Rollers

WARNING: This deck is not for the dice averse! You will need an RPG dice set to play this deck!

High Rollers is a Blue/Red mid-range deck built around the dice rolling mechanic! This one of a kind deck builds an early engine, and then sets off value triggers with each additional roll of the dice!

Overview

Midrange

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

Signature Cards
Arcane Endeavor
Farideh's Fireball
Clay Golem
Keywords
FlyingFlashMonstrosityScry

Game Plan

Early Game

Turns 1-2
Make efficient plays with Barbarian Class and Flame-Blessed Bolt and set up your mid-game. Don't overextend into sweepers if you have a lead.
Pixie Guide
Barbarian Class
Critical Hit

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.
Scion of Stygia
Clay Golem
Component Pouch

Late Game

Turn 5+
Leverage Arcane Endeavor and Farideh's Fireball to dominate the late game. Resolve your biggest threats and protect them.
Farideh's Fireball
Arcane Endeavor

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