The Toledo, Ohio Lorcana crew has THOUGHTS on what the most impactful cards will be from the newest set. I solicited feedback from other competitively minded locals, and together we’d like to present the Top 3 cards for each ink from Archazia’s Island, Toledo style. While you wait for those sweet sweet booster packs to crack open, have some fun reading through and (dis)agreeing with our flaming hot takes. We even get a new section this set – we’ll separately address the new dual ink cards.
Let’s get into these absolutely definitive, completely indisputable card selections!
Dual InkÂ
We’re starting with my favorite card of the set. Giant Cobra is what I thought every Vanish card would be: an overstatted, inkable behemoth with a powerful ability to compensate for automatically being banished by cards like Improvise. This card gives Amethyst Steel decks even more uninteractable lore, though it’s important to note it will often be very correct to slam this card on turn three, without using the ability. This allows Giant Cobra to contest some of the best two drops in the game, like Calhoun or Smee, and still survive. To make this card even more impactful, you get three copies if you purchase the new starter deck. This card will definitely see a lot of play in top tier constructed decks.
Emerald Steel is currently an archetype that is a little lost in the woods, but Pete – Space Pirate might be a cornerstone in bringing about its resurgence. The deck is already going to be running the perfect shift target in Pete – Games Referee, and a four ink 5/5 that quests for two and has a mechanic to help secure your own board is definitely a character worth considering. It remains to be seen whether Emerald Steel will continue to be a discard focused deck or move to a more midrange shell, but either way the Space Pirate deserves a look.
Did you think this article wouldn’t include a mention of our founding dragon?!? Ruby Steel has historically been an underplayed, underdeveloped deck combination. Mushu – Majestic Dragon allows your other characters to both gain extra lore from banishing an opponent’s character in a challenge, while also enabling that character to stay on the board by gaining resist. Mushu and Goofy – Super Goof can be an unexpected four lore. If this deck can figure out a draw engine, watch out!
Since this is the first set with dual ink cards, let’s give them some extra love by spotlighting a bonus pick. Ink Geyser provoked a lot of passionate debate amongst the Lorcana community when it was first revealed, as the game to date has not yet had any ink destruction mechanics. Dubbed as a Ruby Sapphire killer, community sentiment has cooled on this card; however, it is still possible that a well-timed Ink Geyser, particularly if paired with a McDuck Manor or Daisy Duck – Multitalented Pirate, could spell doom for your control opponent. In a Sapphire heavy meta, this card could definitely gain prominence.
Overall impression of Dual Ink: Dual ink cards are a welcome addition to the Lorcana ecosystem. They (mostly) combine elements of the two ink colors included in the pairing in a thematic way. My initial impression was that Ravensburger would push them by making them more powerful than a mono ink card, particularly for color combinations that currently don’t see a lot of play, but that doesn’t appear to be the case. I am very curious to see how these cards impact the meta both in this set and future sets.
AmberÂ
My gut intuition is Archazia’s Island is just not the set for Amber. Aurora – Waking Beauty has the potential to quest, and then sing multiple songs on the same turn, if you have options for removing damage from characters. On its face this seems like a powerful ability, but is there any way this card replaces such powerhouse singers as Ariel – Spectacular Singer, Gaston – Baritone Bully, or Prince Naveen – Ukulele Player? I am skeptical.
This card grabs a spot on the list because I heard Zan say on a podcast maybe it could be good (insert crying emoji here). In all seriousness, The Glass Slipper can easily be added to an Amber Steel player’s discard with A Whole New World. This would mean that playing Cinderella – The Right One would produce three uninteractable lore, and it’s possible that Amber Steel decks only needing to quest to 17 to win the game could help these decks cross the finish line in a projected heavy removal Sapphire meta. It’s also interesting to note that The Glass Slipper contains the first deck quantity restriction on a card in Lorcana’s history.
This card is … probably not that good, and Minnie Mouse – Storyteller easily could have been printed with at least one lore pip. However, I did want to mention some very fun potential when combined with Pride Lands – Pride Rock. If you can stick a Minnie to the board, you can potentially spam, with the help of Stitch – Rock Star, enough low cost characters to win with one Minnie quest. This is a tough win condition to pull off, but maybe it could be assisted by our good friend Pete – Games Referee.
Overall impression of Amber: In my opinion, Ravensburger is struggling to find an identity for Amber that allows their cards to be competitively viable when NOT paired with Steel. Aurora – Waking Beauty is a card centered around singing, but Amber continues to miss out on powerful songs for these cards to sing. Few healing cards since the First Chapter’s Rapunzel – Gifted with Healing have been meta relevant. Minnie Mouse – Storyteller probably only exists in a fragile combo deck. Truthfully, Amber’s best card this set is likely the dual ink card Penny – Bolt’s Person. Hopefully Amber can find a path forward in the next set.
Amethyst
This card doesn’t scream one of the best Amethyst cards in set 7, but I beg to differ. Amethyst Steel is looking to be one of the best early decks of Archazia’s Island. While it’s true Honeymaren appears to just be a more conditional (AKA worse) version of White Rose, the fact that this card is one ink cheaper is not to be scoffed at. Honeymaren will more easily fit into the curve of your midgame turns than a White Rose might, particularly if the Amethyst Steel player is playing Doc – Bold Knight, who needs to maximize playing out their hand as much as possible. Expect to see this card help Amethyst players close the game out.
On its own, I am not sure how good This Is My Family will actually be. The lore gain this card produces is largely a wash, since instead of singing, you could have just quested with your character. However, when TIMF is paired with cards like Ratigan – Nefarious Criminal, or Maui – Half-Shark, now this card is gaining two lore and drawing a card, potentially for zero ink, which can be a game changer. This card will be a staple in Amethyst burn decks that have ways to gain extra lore from casting this card.
I think The Queen – Jealous Beauty could be the second strongest legendary of the set, or borderline unplayable, and I’m not sure which is correct. Playing this card and hoping it survives a turn is as precarious as ever with a future Sapphire item we will discuss shortly. However, if The Queen sticks to the board, she is going to yield at least three lore, and quite possible a whole lot more, when paired with cards like Lefou – Instigator or Fan the Flames. While those cards haven’t seen competitive play in a while, they also synergize with Half-Shark to produce one variation of a Ruby Amethyst burn deck. Also, given that Belle – Apprentice Inventor is a Princess, there will potentially be a lot more opposing decks where this card’s effect will yield four lore. The Queen – Jealous Beauty certainly has me intrigued.
Overall impression of Amethyst: Amethyst’s set 7 has taken a step back from its very powerful set 6. It is interesting to note that the most powerful cards for this ink look to deviate from the usual midrange/control play pattern, to one that is more burn focused. I think The Queen could be one of the most undervalued cards in the set early, so while I rarely encourage readers how to spend their money, it may be worth picking up a playset of this card if it starts out cheap.
Emerald
Shere Khan – Infamous Tiger is a bit of a gamble. Discarding your hand is never where you want to be in Lorcana (or just about any trading card game, for that matter); however, there are a few ways Emerald players can mitigate the effect and capitalize on the insane four ink, four lore body. In a very aggressive shell, the Emerald player may already have very few cards in hand on turn four. If this card read “When you play this character, discard one card from your hand”, it would definitely be a playable card in competitive Emerald decks. Alternatively, if the Emerald player has already managed to establish a Clarabelle – Light on Her Hooves, then Shere Khan’s effect is essentially negated. I am interested to see if an aggressive Amber Emerald deck playing this card can find a place in the competitive scene.
Sometimes we pick boring, solid cards, and Tramp – Enterprising Dog is one of those. Even on curve, Tramp boosting a Daisy Duck – Donald’s Date, or any three willpower one drop, can allow the one drop to banish an opposing character and stay on board. If Merlin – Crab can make an impact, this card can too.
Daisy Duck – Multitalented Pirate
Daisy Duck – Multitalented Pirate cries out to be placed in an Emerald Sapphire deck. If you can establish a Daisy and then play Ink Geyser, your opponent will likely only be able to play one character a turn, which can easily be removed from the board with Daisy’s “Fowl Play” ability. Eight cost uninkables are almost always a painful deckbuilding cost, but combined with a three lore body, Daisy could be a finisher in a control-oriented Emerald deck.
Overall impression of Emerald: Emerald is an ink color that needs a dance partner to reach meta relevance. The Amethyst and Steel pairings look to be in as tough a spot as they’ve been in since Lorcana’s inception, and whether Emerald Sapphire will be a true meta force is open to debate. I am hopeful Emerald finds an aggressive shell that can impact the meta.
Ruby
Queen of Hearts – Losing Her Temper
Finally, an inkable Ruby two drop that survives Cinderalla – Ballroom Sensation singing removal! Queen of Hearts – Losing Her Temper looks to be a valuable addition to any Ruby deck that needs its two drop to survive Steel removal. In addition, once she is damaged, she can trade up into opponent’s three or four drop characters. The only drawback to this card in comparison to Flynn – Frenemy, is she does not apply strong early game lore pressure against those menacing Sapphire decks.
Unconventional Tool is an item you definitely want to discard when playing or questing with Hiram Flaversham – Toymaker. The ability to cheat out a Coil or Maurice’s Workshop, as Ruby Sapphire looks to shift towards an item focus, is a helpful addition to item decks. It remains to be seen whether this card can break into lists that already are running Pawpsicles or Vitalispheres.
Ratigan – Nefarious Criminal probably doesn’t have enough strength or willpower to survive most midgame removal. If he does though, watch out! “A Marvelous Performance” essentially makes Ratigan a diet Half-Shark. When paired with actions that draw cards, like Friends on the Other Side or This is My Family, or cards that gain lore like Thievery, Ratigan can become a burn value engine that might at least bait some early removal that allows your Half-Shark to live.
Overall impression of Ruby: In set 6, Ruby received the best legendary of the set in Maui – Half-Shark, and almost nothing else. In Archazia’s Island, red decks received some interesting toolbox cards that could make their way into a variety of decks, but no definitive anchor for the color. Ruby has the opposite problem of Amber, in that an identity built around removing your opponent’s characters while simultaneously developing your own board is extremely powerful, and Ravensburger seems reluctant to continue feeding that type of card design. I am cautiously optimistic for this batch of Ruby cards.
Sapphire
Can you still hear the wailing and gnashing of teeth? Sapphire Coil is an insane card, end of story. This card gives Ruby Sapphire twelve two cost mulligan targets, instead of just Tipo – Growing Son and Sail the Azurite Sea. This card turns Sisu – Daring Visitor into a Madame Medusa – The Boss, and when combined with multiples, or cards like How Far I’ll Go, there is no telling which of your characters are susceptible to Ruby removal. This card and I are not going to be friends this set.
Inkable, respectable body, and two crazy effects: Tamatoa – Happy as a Clam does it all. While the flashy “I’m Beautiful, Baby” immediately grabs the eye – free Lucky Dime, anyone? – I think “Coolest Collection” is actually the effect that makes this card super powerful. Sapphire decks have a tendency to run out of steam, and being able to recycle two Pawpsicles or Fortispheres to continue the gravy train is extremely impactful.
Cinderella – Ballroom Sensation is one of the best one drops in the game, and now she has stiff competition in the form of Belle – Apprentice Inventor. In particular, Sapphire Steel decks that already run eight one cost items that replace themselves will happily add a decently often turn one, zero ink 3/3 that sings Let the Storm Rage On the following turn. This card helps minimize one of Sapphire’s weaknesses, which is early aggression. Prepare to groan whenever you see this card on turn one.
Overall impression of Sapphire:Â I have never had an easier time selecting three cards for an ink color, or deciding which ink received the best cards, than set 7’s Sapphire cards. All three of the aforementioned cards will define the Archazia’s Island meta, period. Sapphire Coil has drawn as much early ire as any card reveal we’ve seen, but Tamatoa is an insane value engine that will be in blue decks for sets to come. Will any of these cards be banned or restricted from future Lorcana formats? Only time will tell.
Steel
Now that we’re done carping about Sapphire cards, let’s return to basics. Mulan – Disguised Soldier has the reveres stats of Simba – Future King, a card that sees competitive play. This card also serves as a respectable shift target for larger Mulan characters, such as Elite Archer or Imperial General. Finally, the Hero tag is relevant for cards like Imperial Bow. This is just an all around good card.
Gantu – Experienced Enforcer looks to lock down your opponent by preventing them from exerting to sing and paying more for actions or items. I don’t think this card is splashable in any Steel deck, as Gantu is uninkable, easily banished by Ruby removal, and doesn’t apply lore pressure. However, if Emerald Steel discard were to reemerge as a meta force, this card could easily help slow down your opponent when you’ve reach a simplified game state and minimized their hand size.
Bagheera is one of my favorite Disney characters, and it’s finally time this jaguar (panther?) enters the Lorcana scene! Bagheera best fits in an aggressive Steel deck that looks to protect its smaller high lore characters with the “You’ve Got To Be Brave” effect. This card would fit right in to a Steelfasa or tempo Sapphire Steel deck. I hope this is the first of many Bagheera cards that make their way into Lorcana’s card pool.
Overall impression of Steel: Steel continues to receive solid, if not spectacular cards. I anticipate both Amethyst Steel and Sapphire Steel to be powerful contenders in the Archazia’s Island meta. A turn one Belle – Apprentic Inventor, followed by a Calhoun or a sung Storm or Strength, is guaranteed to lock up your opponent’s early game. One of the key questions for this set will be what ink serves as the better partner to Sapphire – Ruby or Steel?
Good luck to everyone with their early season Archazia’s Island brews! Happy deck building!
Special thanks to Matt, Alex, Richie, Tristan, and Nate for their contributions to this article.