Deck View

Deck View

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

Turf War

How can your pitiful sword defeat me? I wield the deadliest weapon of all…THE LAND!

Turf War is a Red/Green mid-range deck that sacrifices and discards lands for powerful effects that reduce the cost of your spells, and deals massive amount of damage!

Overview

Midrange

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

Signature Cards
Ore-Scale Guardian
Living Twister
Ruination Rioter
Keywords
FlashbackKickerFlyingHasteRetrace

Game Plan

Early Game

Turns 1-2
Prioritize hitting land drops and hold up interaction. Answer the most threatening plays rather than developing proactively.
Firebolt
Ruination Rioter
Winding Way

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.
Fight with Fire
Alpine Guide
Bogardan Dragonheart

Late Game

Turn 5+
Deploy Ore-Scale Guardian and Igneous Elemental when the opponent's resources are exhausted. Keep interaction mana open even when winning — never tap out unnecessarily.
Igneous Elemental
Ore-Scale Guardian
Worm Harvest

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