Building Your First 60-Card Lorcana Deck
The two-ink rule, the uninkable ratio, the curve, and the role distribution that turn 60 cards from a pile into a deck. A practical builder's guide for any ink combination.
You've played a starter, you know the rules, and you're ready to build your own. This is the wall most new Lorcana deck-builders hit: the rulebook tells you a deck is at least 60 cards across one or two inks, up to 4 copies of any card, but it stays quiet on the questions that actually decide whether your deck wins games. How many characters? How many uninkables is too many? Where should the curve sit? What role does each card play?
The good news: Lorcana is one of the cleaner TCGs to deck-build for. The two-ink rule narrows your card pool in a helpful way, the ink-resource system is honest (one card inked per turn, no land flood), and most cards can be evaluated against a small set of jobs. The skill isn't memorizing the metagame — it's making coherent choices inside the framework. This guide is the framework.
Everything below is ink-agnostic and archetype-agnostic. The exact card recommendations belong in our deck guides (linked throughout); the principles here apply whether you're building Amber/Steel, Ruby/Sapphire, or anything else. By the end, you should be able to look at a 60-card list — yours or someone else's — and tell whether it actually makes sense.
The Short Version
Lorcana decks are 60 cards minimum (run exactly 60 for consistency), in one or two inks from the six, with up to 4 copies of any unique card. A healthy starting ratio is ~22 Characters, ~12 Actions/Songs, ~4 Items/Locations, plus 10–13 uninkables — treat that uninkable count as a hard ceiling for new builders. Keep your curve weighted toward 1–4 ink (most cards), with a small finisher slot at 6+. Every card needs a clear job (quest, contest, draw, removal, finish) — if you can't say what a card does for your plan, it's a cut.
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In This Guide
The Legal Structure
The official deckbuilding rules, every one of them:
- Deck size: at least 60 cards, no upper limit — but you must be able to shuffle it unaided, and consistency drops fast above 60.
- Inks: one or two of the six (Amber, Amethyst, Emerald, Ruby, Sapphire, Steel). Most decks are two-ink for the card-pool depth.
- Copies: up to 4 of any unique card — "unique" means the full name and title together (Stitch, Carefree Surfer and Stitch, Rock Star are different cards; you can run 4 of each).
- Card types: Characters, Actions (including Songs as a subtype), Items, and Locations.
- Format: after the September 2025 rotation, the Core format runs sets 5–12; see our rotation survival guide for what's legal where.
Why Exactly 60?
Going above 60 doesn't add power — it dilutes it. Every extra card lowers the chance of drawing any specific card in your opening hand. New deck-builders sometimes pad to 65 or 70 because "I have so many good cards I want to fit in," and end up with a less consistent version of the same idea. Run exactly 60; cut the borderline cards, don't keep them. The first instinct of every experienced Lorcana builder is the same: trim, don't add.
Step 1: Pick Your Inks
Your two inks define what your deck can do. Most decks pick a primary ink for identity and a secondary for tools the primary lacks. A quick read on what each ink brings:
Amber
Healing, support, and song synergies. Strong for go-wide and Singer strategies; pairs well with aggressive partners (Steel, Ruby) that need protection or tempo.
Amethyst
Card draw, bounce, and tempo manipulation. The strongest engine ink for any deck that wants to dig for combos or recycle threats. Pairs with everything.
Emerald
Disruption, bounce, and hand-attack effects. Best when you want to interfere with the opponent's plan; pairs with proactive inks for a "disrupt + race" shell.
Ruby
Aggression, evasive characters, and Rush. The aggro ink — pairs with anything that complements speed (Amber for songs, Amethyst for bounce, Sapphire for tempo).
Sapphire
Ramp, ink-acceleration, and Items. The ramp ink — lets decks cheat their curve and reach big finishers. Pairs well with high-cost top-end (Amber, Steel).
Steel
Big characters, challenge-focused removal, and combat tricks. Pairs with Amber for healing, Ruby for aggro, Sapphire for ramping out giants.
The pairing test: pick two inks that together give you at least two distinct tools from this short list — early board, interaction (removal/bounce/disruption), card draw, or efficient lore generation. If your pair covers fewer than two, your deck is going to feel one-dimensional. Amber/Steel covers protection and big bodies; Ruby/Amethyst covers speed and bounce; Sapphire/Amber covers ramp and finishers — all common pairings precisely because they cover multiple tools.
For new builders, two inks is almost always better than one. Mono-ink works for a few specific archetypes (some Amber and Steel mono builds are real), but it cuts your card pool roughly in half and limits your tools. See our mono-ink viability piece for when it actually works.
Step 2: Define Your Plan
Before you pick a single card, answer this in one sentence: How does my deck win? Most Lorcana decks fall into one of three archetypes, and the cards you choose should serve that archetype, not work against it.
| Archetype | Plan | How it wins lore |
|---|---|---|
| Aggro | Cheap evasive questers, race to 20 lore before the opponent stabilizes | Fast unanswered questing, ~turn 6–8 |
| Midrange | Efficient trades, mid-cost questers, finish with a single big play | Contest the board, quest with leftovers, ~turn 8–10 |
| Control | Bounce, remove, stall; close late with one or two finishers | Outlast and finish, often via songs or a single big questing turn |
Many beloved real Lorcana decks blend archetypes — Sapphire/Amber ramp is "midrange that wants to control until it finishes" — but as a builder you need to know which mode is primary. A deck that's "half aggro, half control" is usually neither. Pick a lane and let secondary mode support it, not split focus. Our tempo and lore race guide covers the rhythm each archetype plays at.
Step 3: The Role Ratios
A 60-card Lorcana deck has four card types, and a healthy starting framework looks like this:
| Card type | Count | What it does |
|---|---|---|
| Characters | 20–24 | Quest for lore, challenge opposing characters, win the board |
| Actions & Songs | 10–14 | Removal, draw, lore swings, bounce, combat tricks |
| Items & Locations | 0–8 | Persistent value, ramp, alternate lore sources, recurring effects |
| Total | 60 | Tuned by archetype within each band |
The hard rule under this: if your Actions and Songs combined exceed roughly 25% of the deck, you're short on characters. Lorcana is fundamentally a character game — characters quest for lore, contest the board, and embody most of your win conditions. Spell-heavy builds work for specific control archetypes, but a default deck wants more bodies than tricks.
Archetype shifts: Aggro pushes Characters toward 24–26 with fewer Actions and almost no Items. Control drops Characters to 18–20 and raises Actions/Songs to 14–16. Midrange sits at the framework above. Items and Locations are highly archetype-dependent — a Sapphire ramp build might run 6 Items; a Ruby aggro build runs 0.
Step 4: The Uninkable Question
This is the single most important deckbuilding decision in Lorcana, and the one new builders get wrong most often. Uninkable cards — the ones without the dotted hex border on the cost — can't go into your inkwell. They tend to be the most powerful cards in the game (Ravensburger balances them by removing the ink option), which is exactly why the temptation to overload on them ruins decks.
Every uninkable in your hand is a card you can't use to make ink. If you draw two uninkables in your opening seven and need to ink one to start the game, you're already behind. Pile too many uninkables into the deck and you'll routinely brick — powerful hands you can't play because there's nothing to fuel them.
Default uninkable count: 10–13 per 60.
Treat this as a ceiling. New builders should start near 10; push toward 13 only after you've played enough to know your deck isn't bricking.
A few additional notes on uninkable management:
- Every uninkable should be exceptional. If a card is uninkable but only marginally better than its inkable alternative, it's not worth the brick risk. The uninkables that earn their slot are the ones that flip key turns — a finisher, a critical removal spell, a game-warping engine.
- Cheap uninkables hurt less. A 1-cost uninkable in your opening hand is easy to play and forget; a 6-cost uninkable in your opening hand is dead weight for several turns. Bias your uninkable picks toward low-cost cards or once-per-game finishers.
- When opening hands feel awkward, cut the top end first. If you're regularly mulliganing because you have two expensive uninkables you can't ink and can't cast, the fix isn't fewer big spells — it's fewer big uninkable spells. Trade them for inkable versions or smaller versions of the same effect.
For a deeper dive on the inkwell decision tree and which cards typically deserve uninkable slots, see our inkable vs. uninkable guide.
Step 5: The Ink Curve
Your curve is the distribution of card costs across the deck. Lorcana adds one ink per turn (from your inkwell), so by turn 3 you have 3 ink, by turn 5 you have 5, and so on. A reasonable midrange curve:
- 1-cost: 6–10 cards — early plays, songs, cheap utility. Crucial for not falling behind on turn 1.
- 2-cost: 10–14 cards — the workhorses; efficient questers and key removal.
- 3-cost: 10–14 cards — bigger questers, impactful Actions and Songs.
- 4–5 cost: 10–14 cards — mid-game threats and key Items/Locations.
- 6+ cost: 4–8 cards — finishers and bombs. Cap this slot tight; too many here and you'll brick early.
The Inkable Card Paradox
Here's the subtle bit experienced players know: every time you play an inkable card, the deck's average inkable percentage goes down — because that card came out of your draws (still inkable) and entered play (no longer available to ink). The math has a real consequence: if your build leans heavily on inkable cheap plays in the opening, your later draws are statistically more likely to contain uninkables. That's why ratios matter more than instinct: feel doesn't catch the slow tilt toward "I can't ink anything" on turn 5.
Curve shifts by archetype: Aggro packs heavily into 1–3 cost (often 30+ cards in that band) with almost nothing above 5. Control stretches higher, accepting more 5–7 cost cards because the early game is about surviving, not pressuring. The midrange curve above is the default starting point.
Step 6: Give Every Card a Job
A deck isn't a collection of good cards — it's a collection of cards that support a plan. Every card in your 60 should answer the question "what is this doing for my deck?" with one of a small set of jobs:
- Quester. Cards that exist to generate lore. Evaluated on lore-per-cost, evasion (Evasive, Rush), and survivability.
- Contester. Cards built to challenge opposing characters — high Strength, Bodyguard, Resist, Ward, or specific challenge-related triggers.
- Interaction. Removal Actions, bounce effects, songs that disrupt — the cards you use to stop the opponent's plan.
- Engine. Card draw, ink ramp, recurring effects from Items and Locations — the resources that keep you ahead over time.
- Finisher. The card(s) that actually close the game — a big-lore quester, a Singer-enabled song, a board-clearing combo.
The cut test: for every card in your 60, name its job in one word. If you can't — "it's just good," "I like it," "it might be useful sometimes" — it's a cut candidate. Decks are won and lost on the cards you removed, not the ones you added. Cards without clear jobs are dead weight.
A Worked 60-Card Skeleton
Here's what a 60-card midrange deck looks like by role (not specific cards — those depend on your inks):
- 8 cheap questers (1–2 cost): early lore presence, mostly inkable. Cards you're happy to ink if needed.
- 10 mid questers (2–4 cost): the backbone — solid lore-per-cost with some keywords (Evasive, Rush, Singer).
- 4 contesters (3–5 cost): big bodies for board control. Bodyguard or high Strength to anchor turns.
- 8 Actions: mostly removal, bounce, and lore-swing effects. ~4 cheap (1–2 cost), ~4 mid (3–4 cost).
- 4 Songs: efficient effects you can sing instead of casting. Strong with Singer characters.
- 2–4 Items/Locations: persistent value or ramp. Cut to 0 in tempo-focused builds.
- 4–6 finishers (6+ cost): the cards that close the game. Some inkable, some uninkable.
- Engine slots (woven through): 4–6 cards that draw or ramp — built into the questers and Items rather than a separate category.
- Total: 60 cards, ~22 Characters / ~12 Actions+Songs / ~3 Items+Locations / with 10–13 uninkables across the curve.
From here, you tune toward your archetype. Aggro shifts the curve down (more 1–3 cost, fewer 5+ cost) and pushes Characters higher. Control raises Action/Song count and trims questers. The skeleton above is the place to start; the deck you end up with after testing is the deck you'll actually win with.
Tuning the Deck
A new deck is a hypothesis. You test it against real games, learn what's wrong, and fix it. The discipline experienced builders use:
- Play 5 games. Change 5 cards. Repeat. A small, deliberate iteration loop. Don't rebuild the whole deck after one bad game; don't refuse to change anything after ten. Five-and-five forces incremental improvement.
- Ask three diagnostic questions after each batch: What did I lose to most often? On turn 3, did I feel ahead, behind, or even? Did my "best cards" actually get played, or sit in my hand? Each answer points at a specific kind of change.
- Losing to speed? Lower your curve and add cheap interaction or Bodyguard. Your 5-cost answers are arriving too late.
- Cards stuck in hand? Either too expensive (cut for cheaper alternatives) or your engine isn't drawing enough — add card draw or trim non-impact bodies.
- Flooded on ink, short on plays? You need more impactful late-game cards. Add a finisher or two; the deck has resources but no use for them.
Common Deckbuilding Mistakes
Mistake #1: Running 65+ cards.
"I want all my good cards in there" is how a 65-card deck happens. Every card above 60 makes every individual card slightly less likely to appear when you need it. Cut to 60. The cards you cut are part of the deck's identity — the cards you keep have a job.
Mistake #2: Too many uninkables.
The classic new-builder pitfall: loading up on powerful uninkables because they look strong, then bricking every other opening hand because there's nothing to ink. Keep uninkables at 10–13 maximum; new builders should start at the low end of that range and add only after the deck stops bricking.
Mistake #3: Too many spells, too few characters.
If your Actions and Songs combined exceed 25% of your 60, you're running a spell-heavy build that doesn't have enough bodies to quest for lore. Lorcana is a character game — even control decks usually want 18+ Characters. Trim spells before trimming questers.
Mistake #4: Top-heavy curves.
A deck with 15+ cards costing 5 or more ink looks impressive on paper and plays terribly — dead cards in the early game, never enough ink to deploy the late game. Bias your build toward 1–4 cost. Save the 6+ slot for a small, deliberate finisher package.
Mistake #5: Mixing archetypes.
Half aggro, half control — the deck that's "flexible" in theory and confused in practice. Pick a lane. Coherent aggro beats half-aggro/half-control almost every time, because every card in the focused deck pulls in the same direction.
Mistake #6: Skipping the mulligan.
Lorcana's mulligan is generous — you can return any number of cards from your opening hand and draw replacements. Refusing to mulligan a bad hand because "I might draw worse" is how good decks lose to themselves. See our mulligan guide for the keep/ship framework.
FAQ & Quick Reference
- Can I run 3 inks? No — the limit is two. You can run mono-ink, which is harder but viable in specific archetypes, or two-ink, which is the standard. Pick one or two of the six inks and commit.
- Should I run 4 copies of every good card? Of cards core to your plan, almost always yes — you want maximum chance of drawing them. The exceptions: very expensive finishers (drawing two is often bad, so 2–3 copies suffices) and uninkables you only need to see once (3 copies caps brick risk while still hitting them when needed).
- How many ink-ramp cards do I need? Highly archetype-dependent. Sapphire ramp builds want 4–6 ramp pieces; aggro decks want zero. The test: if your finishers cost 7+ and you can't reliably reach 7 ink by turn 5 or 6, you need ramp. If your deck wins on turn 6 anyway, you don't.
- When should I tune away from these ratios? After playing 10–20 games with the framework. The ratios above are starting points; once you've experienced your deck in real games, you'll notice "I always need one more bounce spell" or "I keep flooding on questers" — that's when you tune. Don't tune in theory; tune from results.
- Is it cheaper to upgrade a starter or build from scratch? Almost always cheaper to upgrade. Starters give you a tuned two-ink baseline plus playable cards in both inks — you fill gaps with singles rather than buying packs hoping to pull what you need. See our starter buying guide for which to start with.
Validate Before You Build
The ratios and curve in this guide are starting frameworks, not absolutes. Every ink pair pulls the deck in a specific direction, and every meta shifts what works. Build your list on a deckbuilder such as Dreamborn, playtest at least 10 games before committing money to upgrades, and tune based on what you see in actual games. The cards you cut matter as much as the ones you keep.
- Structure: 60 cards (don't go above), 1 or 2 inks, max 4 copies per unique card.
- Order: Inks → plan → role ratios → uninkables → curve → jobs.
- Default ratio: ~22 Characters / ~12 Actions+Songs / ~4 Items+Locations.
- Uninkables: 10–13 ceiling; start at 10, add deliberately.
- Curve: weighted toward 1–4 cost; small 6+ finisher slot.
- Every card needs a job: Quester, Contester, Interaction, Engine, or Finisher.
- Tune: play 5, change 5, repeat — iteration beats theory.
- Never: 65+ cards, >13 uninkables, >25% spells, top-heavy curves, mixed archetypes.
From 60 Cards to a Deck.
A Lorcana deck isn't a list of strong cards — it's a coherent plan executed across 60 deliberate choices. Pick two inks that cover your tools, define how you win, hit your role ratios, respect the uninkable ceiling, keep your curve grounded, and give every card a clear job. Do those six things and your first build will outperform decks that look more expensive on paper.
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