This deck loves to kill your options. One minute you’re sitting there with a grip full of dreams. The next, a turn-one Hypnotic Specter is pecking holes in your hand, Disrupting Scepter is asking for your last card and The Rack is quietly turning your “I’ll stabilize next turn”-hope into a countdown timer with a smirk.

This deck is called Hypno Dance because it does two things with unsettling consistency: it hypnotizes your opponent into topdeck mode, and bennefits from dicarded creatures thanks to Dance of the Dead.

This deck is set in The Floating Isle domain (Blue/White/Black). You’re not here to “play a cool game.” You’re here to win your lane, break a shield, and hand your Emperor a table full of exhausted people and empty hands.

The Vintage WCD: Blumke ’95, Now With BattleWorld Paperwork

Hypno Dance is built on the bones of Alexander Blumke’s 1995 World Champion “Rack Control”—the iconic recipe of discard, inevitability, and psychological damage.

The original list:

3x Hypnotic Specter
1x Royal Assassin
2x Sengir Vampire

1x Dark Banishing
4x Dark Ritualfoil
3x Disenchant
1x Power Sink
1x Swords to Plowshares
2x Terror

1x Balance
4x Hymn to Tourach
1x Mind Twist

1x Disrupting Scepter
2x Icy Manipulator
3x The Rack
2x Zuran Orb

3x Dance of the Dead
2x Land Tax
1x Pestilence
1x Spirit Link

3x Adarkar Wastes
1x Bottomless Vault
4x Mishra’s Factory
3x Plains
1x Strip Mine
12x Swamp
1x Underground River

Yes, back in ’95 this list was pure evil! But BattleWorld has its own rules of engagement, and this deck is forced to put on a leash.

The forced cuts

  • Mind Twist → Mind Warp
    In BattleWorld, Mind Twist isn’t allowed. So we swap to Mind Warp—same villain energy, same scalable “X-for-your-entire plan” finisher, not as good but legal. In a General lane, it still does the job Twist did in ’95.
  • Hymn to Tourach (4x) → (1x) + engines that scale
    BattleWorld restricts Hymn to Tourach to a single copy.

So instead of trying to imitate Hymn with worse Hymns like Mind Raval, Hypno Dance goes full engine:

  • A 4th Hypnotic Specter: because that turn one Hippie is just pure joy.
  • Extra Disrupting Scepters (up to 3): because in Battleworld at some point you need to target the Emperor.

Restricted toys stay as one-ofs
You still get the classics but in single copies: Mishra’s Factory and Zuran Orb. The factories make room for more blue mana producing lands while one Zuran Orb get’s replaced with an extra copy of Power Sink.

The Battleborn legal list:

4x Hypnotic Specter
1x Royal Assassin
2x Sengir Vampire

1x Dark Banishing
4x Dark Ritual
3x Disenchant
2x Power Sink
1x Swords to Plowshares
2x Terror

1x Balance
1x Hymn to Tourach
1x Mind Warp

3x Disrupting Scepter
2x Icy Manipulator
3x The Rack
1x Zuran Orb

3x Dance of the Dead
1x Land Tax
1x Pestilence
1x Spirit Link

3x Adarkar Wastes
1x City of Brass
1x Mishra’s Factory
3x Plains
1x Strip Mine
10x Swamp
3x Underground River

How Hypno Dance Wins a General Lane

The deck runs a simple, savage three-step routine:

Strip the hand
You don’t “trade resources.” You delete them!

  • Hypnotic Specter is your headline act.
  • Hymn and Mind Warp are your spike turns.
  • Disrupting Scepter is the slow blade: a steady drip that turns every draw step into a disappointment.

Start the clock & Control the Board
Once their hand is small, you don’t need fireworks. You need upkeeps!

  • The Rack turns “no cards” into “no future.”
  • Multiple Racks turn that into a short story with a very predictable ending.
  • Icy Manipulator and Royal Assassin control the board.

Dance of the Dead turns discard into theft
Dance of the Dead doesn’t just rebuy your threats. It recruits theirs.

In BattleWorld, discard forces awkward lines: bad blocks, desperate trades, “I guess I’ll pitch this creature and hope.” Perfect. Because once their graveyard fills with the cards they needed to stabilize, you can turn those cards into your board.

Hypno Dance doesn’t only empty hands.
It converts the aftermath into a second hand—with teeth.

Politics & Targeting

This deck is designed as a General deck. Your job is to win your lane and make the enemy General irrelevant. That’s how you crack the Emperor’s protection without doing anything reckless.

Default target: the opposing General

Keep them empty, keep them pinned, keep them sad.
When your lane is locked, you’ve removed an entire player from play without killing him untill the time is right.

When you switch lanes

If your opposite General is stumbling (mana issues, empty grip, bad board), you can spend Scepter activations and Icy taps to keep the General from stabilizing all together—because the moment one General drops, the endgame accelerates.

Power Sink as a team tool

Power Sink isn’t here to counter random stuff.
It’s here to counter the one spell that breaks the plan: the stabilizer, the reset, the “save my lane” bomb.

Governance, Graveyards, and the Blumke Smile

There’s a reason Blumke’s 1995 list still feels like it has teeth. It wasn’t just a deck—it was a worldview:

If your opponent can’t keep cards, they can’t keep plans.
If they can’t keep plans, they can’t keep games.

Hypno Dance takes that blueprint and rewires it for BattleWorld reality: win your General lane by grinding their hand into dust… then use Dance of the Dead to turn their discarded hopes into your next attacker.

On The Floating Isle, Baron Reveka doesn’t win with fireballs.
She wins with paperwork.

  • Hypnotic Specter writes the policy.
  • Disrupting Scepter enforces it.
  • The Rack collects the fines.
  • Dance of the Dead repossesses the assets.

So put on your nicest villain grin, shuffle up, and remember: If your opponent complains, just tell them it’s not rude. It’s governance!

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