Deck View

Deck View

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

Return Flight

Attention, ladies and gentlemen, we are now boarding our direct flight to Value Town.

Return Flight is a Mono-Blue flying and recursion deck. This unique brew takes to the skies while casting spells, drawing cards and playing creatures it can bring back from the graveyard.

Overview

Aggro

A fast Blue deck that applies immediate pressure using aggressive early plays like Lantern Bearer // Lanterns' Lift and Covetous Castaway // Ghostly Castigator and aims to close games before opponents can stabilize.

Signature Cards
Phantom Carriage
Screaming Swarm
Advanced Stitchwing
Keywords
FlyingTransformMillDisturbAurasFlashbackCyclingScryTrampleFlash

Game Plan

Early Game

Turns 1-2
Deploy Lantern Bearer // Lanterns' Lift and Covetous Castaway // Ghostly Castigator as early as possible and commit to attacking. Every turn you don't attack, you fall behind on your plan.
?
Deranged Assistant
Fear of Death

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.
?
Deep Analysis
Spiketail Drakeling

Late Game

Turn 5+
With most of your hand played out, aim to finish the game before topdecking. Prioritize evasive threats.
?
Phantom Carriage
Advanced Stitchwing

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