Deck View

Deck View

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

Trial Run

Those who seek to ascend must first pass The Trials. Knowledge. Ambition. Zeal. These are the marks of a true God.

Trial Run is a Blue, Black, & Red control deck that recurs enchantments to draw cards and kill creatures, over and over and over again.

Overview

Control

A Blue-Black-Red control deck that uses removal, and card advantage to answer every threat, grinding down opponents before deploying powerful finishers.

Signature Cards
Dinrova Horror
Trial of Knowledge
Disowned Ancestor
Keywords
AurasOutlast

Game Plan

Early Game

Turns 1-2
Prioritize hitting land drops and hold up interaction. Answer the most threatening plays rather than developing proactively.
Disowned Ancestor
House Guildmage
Trial of Ambition

Mid Game

Turns 3-4
Start transitioning from pure reaction to building card advantage. Identify your path to a win condition while keeping answers open.
Cartouche of Ambition
Trial of Zeal
Trial of Knowledge

Late Game

Turn 5+
Deploy Dinrova Horror and Trial of Knowledge when the opponent's resources are exhausted. Keep interaction mana open even when winning — never tap out unnecessarily.
Dinrova Horror

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

  • Answer-heavy gameplan that adapts to any threat type
  • Late-game card advantage overwhelms opponents who run out of threats
  • Slow to establish a win condition against very aggressive starts
  • Tight sequencing requirements mean misplays are punishing