Disney Lorcana Set 5: Shimmering Skies

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Welcome to Lorcana is Fun — where Disney magic meets card strategy!
For those new to my site, my name is Drew, I am Lorcana player and collector. Previously, I write on games that I have always loved: digging into game systems, piece synergies, and meta possibilities. Now, I’m turning that same passion toward Disney Lorcana!

This site is your stop for set reviews, card breakdowns, deck tech, and behind-the-scenes thoughts from a player who enjoys both high-level play and casual fun!

Whether you are a longtime TCG fan, a Disney enthusiast, or someone just getting started with Lorcana, my goal is to write in a way that is approachable, analytical, and fun.

To kick things off, we will start at the beginning of Lorcana’s modern competitive era — with Shimmering Skies.

Overview

Shimmering Skies is the fifth set in the Disney Lorcana. It launches a new narrative chapter, moving past the story of Ursula’s Return and entering a more celebratory phase in the story. Rather than introducing bold new mechanics or radical departures, Shimmering Skies leans into themes of joy and celebrations.

Card Count & Structural Highlights

The main set comprises 204 cards (each in foil and nonfoil versions).

In addition, there are 18 Enchanted cards — 3 per ink color

Enchanted cards in this set introduce a new design tweak: more open art area, refined borders.

This set also features Legendary cards with a special “pop out” effect.

Product Lines & Accessories

Similar to previous set, Shimmering Skies also has booster packs.

Each pack consist of

  • 6 commons (1 of each colour)
  • 3 uncommons
  • 2 rares and above (chance of super rare, legendary)
  • 1 foil card (chance of enchanted)

1 booster box will have 24 booster packs, 1 case having 4 booster boxes.

The 3 designs for each boosters are: Maui, Chef Donald and Vanellope 

Booster packs are sold at SGD8 MSRP

This set also comes with 2 Starter Decks

Each Starter consist of

  • 60 cards (including 1 super rare foil, 1 rare foil, 4 rare)
  • A player’s guide booklet
  • A small paper playmat
  • One lore tracker token
  • 11 damage counter
  • One Shimmering Skies booster pack 

The 2 starters available are Amethyst Elsa + Ruby Ralph or Emerald Scar + Steel Kronk

Each Starter is priced at SGD22.50 MSRP

Also in this set is an Illumineer’s Trove

The trove contains

  • Eight Shimmering Skies booster packs
  • 6 six-sided dice
  • 1 Lore Counter
  • 6 Dividers (1 for each ink colour)
  • 1 Storage Box

I always will strongly recommend a trove as it is the same MSRP as getting 8 booster packs! You also get dice, lore counter, dividers and a storage box for your cards!

The Trove is priced at SGD64 MSRP.

Additional Accessories in this set are:

2 deck boxes, with Aladdin Heroic Outlaw and Tiana Celebrating Princess as the art. Each is priced at SGD7 MSRP.

3 Sleeves, with Aladdin Heroic Outlaw, Tiana Celebrating Princess and Lorcana card back art. Each pack contains 60 sleeves and priced at SGD13 MSRP.

Also in the set are 2 Playmat: Belle Accompanied Mystic and This is my Family design. Playmat are standard size 24 x 14 inch. Each is priced at SGD 32 MSRP

Card Reviews

Now to the reviews, each card will be given 1 to 5 stars, based on their

  • Power level
  • Playability
  • Synergy potential

⭐ = unplayable
⭐⭐ = niche or casual fun
⭐⭐⭐ = playable with the right set up
⭐⭐⭐⭐ = strong or meta-relevant
⭐⭐⭐⭐⭐ = format staple or game-changer

Reviews are also based on Modern Constructed, which is Set 5 and beyond, so no infinity or sealed or draft.

Let’s dive into it!

🟡 Amber

Amber focuses on healing and rush strategies, thriving in fast-paced gameplay. In the current meta, Amber decks excel at racing to 20 lore before your opponent can even set up their defense. Why play the long game when you can simply outpace and outshine your opponent from the start?

We kick things off with Koda, a typical 2 cost that provides 2 ink. Low in Willpower and losing lore is not really that common so probably will play a better 2 cost card.

Rating: 2 out of 5.

With newer cards in play, 1 drop should either have some good effect or extra lore, Nala unfortunately is outclassed.

Rating: 2 out of 5.

Our very first legendary and Prince Naveen is a card to play out a 6 costed song early on. I think in current meta, a lot of songs are either 3 or or more than 6 cost so we might be investing too much for 1 character and 1 song. That being said, you can always adjust your deck to make full use of him. Amber decks need to be fast and I think him being a 4 cost might be a bit too slow for the meta right now. Uninkable too.

Rating: 3 out of 5.

4 Cost for only 1 lore and supports for 3 Strength doesn’t feel very appealing at this stage.

Rating: 1 out of 5.

Kenai combos with Koda. However, Koda has a Willpower of 1, which means damaging actions can get rid of him. You also need to play Kenai at turn 2, exert him at turn 3 in order to protect Koda. Too much set up just to protect a character that might not see play.

Rating: 1 out of 5.

Having both Princess and Racer keywords allows Vanellope to be useful in some decks. She is also a cheap shift target.

Rating: 3 out of 5.

Vanilla Tuke is alright but 4 cost and only 1 lore doesn’t fit well in an Amber deck.

Rating: 1 out of 5.

2 cost but only 1 lore and 1 Strength Support just isn’t good enough for Amber decks.

Rating: 1 out of 5.

Slighting higher cost Vanellope but allows you to reduce an opposing character’s strength. Can come in handy I guess.

Rating: 2 out of 5.

3 Cost for Bodyguard feels okay, he is outclassed by Rajah from Set 10 though, so why pick a 2 Strength when you can have 3.

Rating: 1 out of 5.

Gazelle is a decent card with 2 lore and Singer 5. Amber doesn’t need Singer 5 since all the good songs are not expensive, but might see her in meta deck soon if we have better 5 cost songs.

Rating: 2 out of 5.

Unless Locations makes a return, the 2 extra Willpower from Felix doesn’t really help.

Rating: 1 out of 5.

Kristoff can be played at 0 if you manage to filter all your songs to the discard pile. That being said, it’s not an easy set up and uninkable too so he might be stuck at your hand and you cannot do anything about it. Probably need to play filter effects so you can discard him if you don’t need him, or discard songs so you can play him out. The stats are really good if you can play him as low as 4 cost!

Rating: 2 out of 5.

5 lore is amazing but chances are you won’t get 5 characters on the board. Your opponent will try their best to narrow your board so you will find it hard to keep the board wide enough to play her. She will be very hard to set up for the 5 lore, might as well spend the efforts on 2 characters that adds up to 5 lore.

Rating: 1 out of 5.

A 3 strength 4 willpower 2 lore Princess. Works in a princess Queen deck if you can play her at turn 2 !

Rating: 3 out of 5.

Searching mechanic is great in the card. Perhaps a 2 cost Minnie and then Shift into this when you need a character card badly. Inkable so you can ink her if you need to.

Rating: 3 out of 5.

The perfect 1 drop for an Amber decks! Daisy at 1 cost provides 2 lore and 4 Willpower! The effect feels like giving your opponent an extra card but you might filter away actions, locations or items so it’s not always guaranteed to add cards to their hand! Most rush decks just run 4 copies of her.

Rating: 5 out of 5.

Locations are currently not often played, but a racer deck might be possible and he can give you that extra 1 card.

Rating: 2 out of 5.

This is a good card for a princess deck. Shift 2 can be easily triggered at turn 2 and each time you play a princess you can reduce all Opposing character’s strength by 1. This makes challenging easier or vulnerable to Under The Sea!

Rating: 3 out of 5.

Alan is a good card for a Song deck, just play songs and gain the lore, simple as that.

Rating: 3 out of 5.

For 7 cost to return only 1 card from your discard feels expensive. He has great stats but uninkable so you might be stuck with him for a while. His effect is also not amazing for you to save up for it.

Rating: 1 out of 5.

Maid Marian has 1 good effect to reduce strength of an opposing character when played, if you really wanted to, maybe 1 copy in a Princess deck for you to potentially play her out early.

Rating: 2 out of 5.

Sven is a great support card for your Rush deck! Quest with them and play Sven to ready them so they cannot be challenged! He also provides 2 lore. Perhaps 2 is enough for mid game.

Rating: 3 out of 5.

Healing is fine and Minnie does have high Willpower so she essentially can heal herself. Might be a bit slow for a rush deck since she is a turn 4 play, but not unplayable.

Rating: 2 out of 5.

Our first Amber Song. Removing damage is fine and readying them is nice but I rather play Sven Reindeer Steed to ready my characters instead. Rush deck probably don’t have 4 coster to sing this for you to play for free also.

Rating: 2 out of 5.

3 cost to draw 1 card and remove 4 damage seems good but for Amber, it’s pretty redundant, you want to use your turn to quest, healing won’t do the job for most of your characters since they have low willpower.

Rating: 1 out of 5.

If you have 5 ink, then play 5 cost worth of characters rather than playing a 5 cost uninkable action to play a 5 cost character from your discard pile. I hope I am making sense. Will be perfect if this is a song.

Rating: 1 out of 5.

Unless a character is dominating the meta that you will play multiple of them and they somehow end up in your discard pile, if not, singing a 6 cost song or hard casting it just to retrieve that back does not make sense.

Rating: 1 out of 5.

Be my guest from set 9 exists, but if you have almost all character cards in your deck, then this card makes sense. You want to ensure you add both cards into your hand from its effect.

Rating: 2 out of 5.

Healing at this stage is not as effective. Rather use the 2 ink to play characters or action that helps you do something.

Rating: 2 out of 5.

A great item for a Princess Queen deck. 2 ink for potentially 1 lore every turn is great. You can also use the effect to search for more Princesses or Queens when you have extra ink to do so.

Rating: 3 out of 5.

I think Locations are not as common, but this is one good location for a rush deck since you increase the character’s Willpower. 8 Willpower so it forces your opponent to try to take it down instead of challenging your characters.

Rating: 3 out of 5.

Setting up Pride Lands’ combo will take some time. probably turn 1 and 2 to drop your characters, turn 3 to play this, turn 4 to put 2 of them into the location and turn 5 to activate the effect. It does provide you 1 lore so nothing bad, just that once you start putting characters inside and there is a high cost character in your discard pile, expect your opponent to take it down almost immediately. It’s niche but when it works, you are gonna have a good laugh.

Rating: 2 out of 5.

🟣 Amethyst

Amethyst revolves around drawing cards and exerting characters. With its strong draw engine, Amethyst ensures you always have options in hand — and in Lorcana, more cards mean more power. It’s a colour that rewards clever timing and resource management.

Shift Maleficent has great stats, but she is 8 cost uninkable and even if you can shift 6, her effect requires you to have multiple Maleficent to make the best of it. Even so, it only bounces 3 cost characters which I feel for a 8 drop it’s a bit underwhelming.

Rating: 2 out of 5.

Outclassed by Belle Accomplished Mystic, Nokk is higher cost yet only moves 2 damage counter.

Rating: 1 out of 5.

Cogsworth can be a sleeper character, for only 1 cost, he provides Rush to a character, even himself! You can definitely catch an opponent off guard.

Rating: 3 out of 5.

Filtering cards right from a 4 drop seems alright but not the best way to use your resources. There are better ways to do so. Stats is alright though.

Rating: 2 out of 5.

Simple 3 cost character with 2 lore and Evasive, however, with so many 2 damage and above action and effects, you might not be able to sneak the questing.

Rating: 2 out of 5.

I feel that if you want to play a banish and draw a card combo, 4 drop is too much of a cost. Evasive and 2 lore so not terrible.

Rating: 2 out of 5.

If you want to play a 4 drop with high stats, we have a lot of characters to do so, giving your opponent that 1 card feels wrong. He is also not that massive for his stats to award your opponent with the 1 card.

Rating: 1 out of 5.

Gale can potentially bounce back to your hand, but only if it’s banished during a challenge. With only 2 Willpower and 1 strength, it’s easy to banish without challenging if your opponent doesn’t want to let it bounce back to your hand.

Rating: 2 out of 5.

A vanilla card with 3 strength 4 willpower is decent but not the best use of 3 cost.

Rating: 2 out of 5.

One of the best card now! Madam Mim allows you to bounce back 1 character, so you can play it again. She also has massive Willpower and is able to transfer her damage to another opposing character. A staple for Amethyst, now is to see if you want to play 2 to 4 copies in your deck.

Rating: 5 out of 5.

Luisa has massive Willpower, the only issue is that she is 6 cost uninkable. Might be a bit risky to hold in hand till the late game.

Rating: 2 out of 5.

Don’t sleep on Shift Anna, you are able to shift her at turn 4 and then immediately exert all opposing character so you can get ready to challenge them! The uninkable is annoying, so if you want to be more consistent, 6 cost Demona from set 10 feels better.

Rating: 2 out of 5.

Getting Shift Archimedes out early can be a good thing as he can challenge with 4 strength or gives you 2 lore. Evasive and 4 Willpower so not easy to banish. You definitely need a 2 drop Archimedes to pair them up.

Rating: 3 out of 5.

Another staple in an Amethyst deck. Elsa has Rush, is able to exert an opposing character upon played and Evasive. She can change the dynamic of the game on the turn she’s played. All hail the true queen.

Rating: 5 out of 5.

Genie is another sleeper character that can throw your opponent off guard. 7 cost is hard to farm, but once you play him, your opponent will be worried because that might be the last time they exert their characters! He keeps a lot of things in check and your opponent will feel the pressure to take him down. I think 1 copy is enough because he is 7 cost and uninkable…

Rating: 3 out of 5.

If your opponent has a lot of exerted character, you can play him as low as 0 cost, but that also means you might be in trouble. Uninkable so you have no control on when you can play him, your opponent has to exert enough characters and you to have enough ink to play him. All the set up might seem too tedious for 1 Olaf.

Rating: 1 out of 5.

Maleficent is a good support card. When she quests, you can discard 1 card to bounce back a 3 cost or below character, even yours. You can stop an opponent from winning or reuse a card of yours. Expect your opponent to challenge her the moment she is exerted to prevent you using anymore value of her. Anyway 2 lore so possible to provide some aggression on her end.

Rating: 3 out of 5.

A vanilla Monstro is nice but 5 cost for that stats feels expensive.

Rating: 1 out of 5.

Magica can block discard effects, with so much discarding nonsense, no harm putting her to block those effects! 2 copies is nice.

Rating: 3 out of 5.

A simple 2 cost character with 2 lore, excellent choice for a low cost Maleficent or early game rush.

Rating: 4 out of 5.

Rafiki is fun, that Rush with Challenger 4 can destroy a lot of characters when he is played. Lacks Evasive, if not I think he would be great. Uninkable so don’t pack too many copies.

Rating: 3 out of 5.

Anna can exert an opposing character too, but your opponent can choose the character instead. Uninkable too and lacks other keyword. I think just play Elsa Fifth Spirit for consistent exerting.

Rating: 1 out of 5.

King of Hearts can prevent a character from being readied, but you need a turn to trigger after he is played. That being said he can stop a character from readying, which could stall one more turn in some situation.

Rating: 3 out of 5.

Camilo is a sleeper card, he can potentially quest a lot, depending on the character he chose. He can also bounce back one of your characters, remember to quest with them first before playing Camilo!

Rating: 3 out of 5.

A great action card to give extra strength to a character and draw a card. Great card to support an Amethyst deck!

Rating: 4 out of 5.

Drawing 3 cards for 5 cost is excellent. On a turn where you are leading, this is a great way to boost your hand to recharge. Inkable too, so you can ink it if you don’t intend to use it!

Rating: 4 out of 5.

This has so much luck factor, you can play or sing it to shuffle a card into your deck and pray that the revealed card has the same name. It’s also one key card for the Mobby Dick combo with set 8 Monstrous.

Rating: 3 out of 5.

Gain 2 lore, that’s it, when all else fails, gain the lore and you might seal the game with it.

Rating: 3 out of 5.

An underrated card that can allow a character to gain enough strength to banish someone and if they are banished during the challenge you can bounce them back to hand. Very niche play, since Madam Mim Elephant can do the same.

Rating: 2 out of 5.

Item are not that common, you are essentially spending 3 cost to bounce something but limited to 3 cost and below so might not be able to counter too many stuff.

Rating: 2 out of 5.

The effect itself is decent, however the cost to play the card is ridiculous. 6 cost and uninkable makes it so hard to play.

Rating: 1 out of 5.

This is a great card for a rush deck, simply use it to increase cards in hand and keep your steam rolling! Don’t worry about the card to your opponent, if you can close the game early, it doesn’t matter how many cards he/she has.

Rating: 3 out of 5.

A decent location to prevent a character from readying. Provides 1 lore each turn as well. However They Never come back from Set 8 feels like a more consistent way to do so, expect your opponent to take this down after the turn you play.

Rating: 1 out of 5.

A great location for some decks to have more drawing effect. Simply put characters here and then if they are banished, you get to draw more cards. Provides 1 lore each turn and high Willpower as well.

Rating: 4 out of 5.

🟢 Emerald

Emerald loves disruption and control, often forcing discards or creating frustrating conditions for your opponent. It’s a tricky colour to face, not flashy, but relentlessly annoying in the best way, keeping your opponent constantly on edge.

Robin Hood is playable, you just have to time the damage. Simply assign damage and he gets cheaper to play, essentially being played for free. Uninkable so maybe 1 in your deck is enough. Has Ward and 4 lore and great stats so worth your effort.

Rating: 3 out of 5.

Shenzi has Evasive so not too bad, he is best at challenger damaged character so he gets 4 strength instead. Feels suited only for certain deck.

Rating: 2 out of 5.

Little John has same issue as Nala, however the difference is he is the cheapest Little John should you need to shift him from.

Rating: 3 out of 5.

Zazu feels costly for his stats and Evasive.

Rating: 2 out of 5.

Ulf cannot sing, because his is a Mime. That being said, he is a decent card with high strength and 2 lore. Might come in handy.

Rating: 2 out of 5.

Ed is another Hyena, however the effect is hard to trigger since you can only damage damaged character. Uninkable and at 3 cost, I don’t feel comfortable playing him.

Rating: 1 out of 5.

Flora has higher strength when being challenged, but providing only 1 lore, she doesn’t pose too much of a threat so your opponent might just let him do her thing.

Rating: 2 out of 5.

MerryWeather although at 1 cost, can be played at later turn to give extra strength to a character by paying 1 ink! This definitely can come in handy. Definitely an underrated fairy.

Rating: 4 out of 5.

A decent character that potentially can provide you an extra lore. Not hard to have an opposing damaged character if they started challenger or you challenged them after they quest. One of the cheapest Robin Hood so will use him for the shifting also.

Rating: 3 out of 5.

Fauna has great Willpower but she is expensive at 5 cost. I hope more Fairy supports comes out in the future.

Rating: 2 out of 5.

Iago is a great character to combo with action deck. He can help you play actions for 2 less after he quest, 2 costed actions are basically free. I think an action deck might work with him.

Rating: 3 out of 5.

2 Cost 2 lore and 3 Strength is a great early game card for an Emerald Rush deck.

Rating: 3 out of 5.

Ed has 3 lore, which your opponent will try not to let him quest. The effect can be annoying so characters with damage counters cannot challenged him, so they probably will use actions or other effects to banish him. Has potential.

Rating: 3 out of 5.

Scroop can be a sleeper piece too, if your opponent is not careful, a simple 1 damage on a character in vulnerable to Scroop’s effect. Evasive too.

Rating: 3 out of 5.

Dragons are not common, so the slayer ability might not come in handy. However, he can keep swinging characters down unless he slays them, 9 Willpower and after challenging a damaged character, he can ready himself to go for a challenge or quest for 3 lore or even sing! Pretty useful, just need to farm to 7 cost to play him.

Rating: 3 out of 5.

The best Emerald card so far. Don’t worry about having little cards in hand, use Shift Clarabelle and select an opponent and you have as many cards as him/her! You can shift to a 1 or 3 drop Clarabelle too. She also has great stats.

Rating: 5 out of 5.

Anna is so versatile, she is able to force your opponent to discard a card, add strength to a character or banished a damaged character. It’s a good turn 5 play for the effect, you can even play her without using the effect.

Rating: 3 out of 5.

A good 1 drop if your Emerald deck decides to run Shift Clarabelle. The item destroyer can come in handy too.

Rating: 5 out of 5.

The Hyenas have been targeting damaged character, but the exerting might not work in the early game, because they might already be exerted or just played, so you have no way to damage them.

Rating: 2 out of 5.

Shift Robin Hood is always underrated, once there are enough damaged character, you can play him and gain more lore while questing!

Rating: 3 out of 5.

2 Cost character with late game bounce effect is decent.

Rating: 3 out of 5.

You can add more Clarabelle to your deck with this 3 drop. There’s a chance you drop a card from her effect.

Rating: 4 out of 5.

A Hyena deck seems viable, you just need to drop Shenzi at turn 5 and then start attacking with Hyenas and gain lores. You will need source to deal damage first before the Hyenas start to vulture.

Rating: 3 out of 5.

The stats are great for Shift Mother Gothel, however, your opponent gets to choose the character for her effect. I think 2 copies in a deck is fine, just shift into a lower cost Mother Gothel and start to quest.

Rating: 3 out of 5.

Another support for challenging damaged character. Drawing when challenging is great. Don’t ever quest with scar, he has Ward so the last thing you need is to exert him.

Rating: 3 out of 5.

A good support card that allows you to filter cards in your hands, simply draw 3 cards and put 2 back to your deck, it’s a simple yet effective card that is good any time.

Rating: 3 out of 5.

Card Draw plus giving a character Reckless helps to stall 1 turn. Can come in handy.

Rating: 3 out of 5.

This is a fantastic card that is criminally underrated. You can indirectly remove a character off the board, you can also use it on yourself to draw 2 cards. Either way it’s a song so you can sing it. Combos with Clarabelle Light on Her Hooves so your opponent gets 2 extra cards that you might benefit too.

Rating: 5 out of 5.

It’s hard to get a turn where your opponent has a lot more cards than you in hand and you play this to replenish your hand. 4 Cost action and uninkable makes this hard to get great value.

Rating: 2 out of 5.

This is a great hand control card that can throw your opponent’s guard off. However many cards they think they can draw, it’s all limited to 3. You can force them into top decking mode too with other’s discarding effects. You don’t even need Prince John, just play on turn 3 and your opponent will be affected.

Rating: 3 out of 5.

Ward is a great keyword, so playing a 1 drop and then later on spend 2 ink to give someone Ward is not too bad, just not worth effort to do so.

Rating: 2 out of 5.

This is a great card for Rush decks! You can play this item and once your characters are banish on your opponent’s turn, you can start bouncing characters, you can replay some of your characters or send his expensive characters back to hand. It forces them to be careful when banishing your characters.

Rating: 5 out of 5.

A great location for Robin Hood, as for the others, you can pay 2 cost then pay 2 ink to send a characters here. They are able to deal 2 damage by paying 1 ink. It gives someone Ward too.

Rating: 3 out of 5.

This combos well with the Hyenas as you force damaged opposing character to challenge instead of quest. 1 lore every turn too so not too bad, expect them to crack the location.

Rating: 3 out of 5.

🔴 Ruby

Ruby is all about tempo and challenge control. These cards excel at taking charge of the board, trading efficiently, and keeping your opponent’s key characters in check. Ruby decks often define the flow of the game, dictating when and where the action happens.

We are introduced the Racers for this set, Taffyta is a good 2 drop with 2 lore, so you can rush with your sugar rush deck.

Rating: 3 out of 5.

Ralph can potentially gain lores just by readying. The idea is to exert him and find ways to have enough damage on him but no banishing him. That being said, expect your opponent to take him down or leave him as it is so you don’t gain the lore.

Rating: 2 out of 5.

Maximus can be dangerous, with enough set up, having 10 strength for a character might not be hard. He is a 6 cost so you might need a while to set up. For now, I think the effect is not worth it for competitive play.

Rating: 2 out of 5.

2 drop with Rush is great to stop aggressive decks. Racer as well so can fit in a Racer deck.

Rating: 3 out of 5.

Donald can potentially have 9 Strength but your opponent must have 10 or more lore first. The other effect requires you to shift him so your opponent loses 2 lore. I think there is potential, but not much small cost playable Donald to use him effectively.

Rating: 2 out of 5.

A 4 drop racer, but a Racer Rush deck shouldn’t be that high in cost, and only provides 1 lore and no text. I think there are better racers.

Rating: 1 out of 5.

I never like cards that specially target 1 card in the game. I think it’s not really not worth saving 5 cost for the effect, unless a playable Mufasa is out of control in the meta.

Rating: 1 out of 5.

3 drop Rush racer but have higher willpower. I think not too bad but uninkable and 2 strength might be a bit slow for a turn 3 drop.

Rating: 2 out of 5.

Daisy is a simple character with Evasive, nothing too bad, just hard to synergised.

Rating: 2 out of 5.

I love Mickey Mouse, but not this Mickey. Extra 2 strength is fine, but 4 drop with potentially 4 strength 4 willpower and 2 lore doesn’t feel amazing still.

Rating: 2 out of 5.

Ratigan is fine, potentially 3 Strength as long as he has damage counters. Good to transfer some damage to him first to trigger the effect.

Rating: 2 out of 5.

1 drop Racer is definitely good for the Racer deck. You might even reduce their lore.

Rating: 3 out of 5.

Denahi has great strength but 5 cost and uninkable is not practical, given that he does not provide any effect.

Rating: 2 out of 5.

Pete is expensive, but he is able to Banish an opposing character, the catch is you need another Pete in play. Hard to set up and you might not even have the effect when you play him.

Rating: 2 out of 5.

A great Shift character, you can play him using Shift and then combos well with the Sugar Rush deck to gain 2 location first.

Rating: 3 out of 5.

A great action support for Robin Hood. If you run a Ruby Song deck, he will definitely come in handy by allowing you to play a 6 cost or lesser action for free. He can also filter away some cards.

Rating: 3 out of 5.

With enough damaged character, you can potentially play Gaston as little as 0 cost.

10 Strength with Rush can banish a lot of characters. Probably 1 or 2 in a Damage Transfer deck.

Rating: 3 out of 5.

Pete has great Strength value for a 3 drop, however, he is outclassed by some other cards like Powerline with same stats but can do more.

Rating: 1 out of 5.

Reckless is not a bad keyword, Arthur has very good stats for a 1 drop, too bad uninkable and we have Mulan from Set 9 with same stats and inkable.

Rating: 2 out of 5.

Donald can help to control your opponent’s lore, but his strength isn’t that high so that’s a missed opportunity. Making your opponent lose lore is fine, but I rather you invest 3 cost on someone with can do much more.

Rating: 2 out of 5.

Shifting Ratigan will be a more cost efficient move. You do need to play a lower cost Ratigan. At the same time he provides 3 lore with 5 Strength 5 Willpower and Evasive. You have to build around him to make good use of the stats.

Rating: 2 out of 5.

Rush and Evasive can knock off most Evasive Characters. She is also a Racer and Princess. Uninkable so might not need 4 copies.

Rating: 3 out of 5.

1 drop to provide extra 2 strength can make a lot of difference when challenging. Simba also swings with 2 strength. Uninkable but can fit in a Rush attacking deck.

Rating: 3 out of 5.

Minnie can play around a bunch of Mickey, such that when a Mickey challenges another character, you gain 1 lore. It’s a bit niche but all it takes is a few Playable Mickeys and she can be good.

Rating: 3 out of 5.

1 drop action to give Rush to a character, the damage counter might even benefit you. Can catch your opponent off guard.

Rating: 3 out of 5.

An action that can potentially allows a character to challenge or sing twice. I think can be underrated. Only 2 cost and Inkable.

Rating: 3 out of 5.

7 Cost is so hard to Sing, but this is definitely great for a Ruby Song deck and Singing with a high cost character while the others can quest or challenge, then ready everyone and can challenge or sing again!

Rating: 3 out of 5.

4 Cost to banish one of yours and one of your opponent’s character seems like a good value. Can work in some deck to help get rid of some annoying characters. Probably 1 or 2 is enough as it is uninkable.

Rating: 3 out of 5.

You can play a challenge deck with this action, your reckless character now can gain lore upon challenging. The extra 2 strength can also make a lot of difference.

Rating: 3 out of 5.

A 1 Cost Item that can help to increase Strength. Might come in handy for the Strength boost.

Rating: 2 out of 5.

Sword Release is an easy way to gain 1 lore and make your opponent lose 1 lore each turn. The catch is that you would need to have someone with higher strength than every opposing character. Might be hard to set up for the consistent lore gain.

Rating: 1 out of 5.

1 drop to simply provide extra 1 Strength but a Ruby deck might not want to waste time with a mere 1 strength increase.

Rating: 2 out of 5.

A great location for the Racer deck, simple put a character here, then deal then 1 damage and then go to the Finishing Line to gain lore and draw cards!

Rating: 3 out of 5.

2 drop location and potentially can gain 2 lore every turn if you have a damaged character here. Not hard to set up but your opponent will surely destroy this location upon seeing it.

Rating: 2 out of 5.

🔵 Sapphire

Sapphire specializes in ramping and resource acceleration, letting you ink faster and play powerful cards earlier than your opponent. Whether you want to drop big characters ahead of curve or multitask across turns, Sapphire gives you the tools to stay ahead.

A simple 1 drop with 2 Strength 2 Willpower. Both Villain and Racer and the cheapest shift target.

Rating: 3 out of 5.

Chaca is nice for 2 lore, but 4 drops vanilla for Sapphire doesn’t add to much value for competitive play.

Rating: 2 out of 5.

If the Queen Gimmick ever returns to Meta, this might be something you can consider, else for 1 lore 0 strength and only getting Ward doesn’t feels like much she can do.

Rating: 1 out of 5.

A great 4 drop on turn 3 if you manage to ramp on turn 2. A 5 Strength 5 Willpower is sturdy enough to challenge and can stay on the board longer, while providing 2 lore if needed to.

Rating: 4 out of 5.

Supposed you can play 3 Items per turn, he is very valuable for challenge, but I don’t think I want to keep a space in my deck for him just for the Strength boost, feels like I can do more with Item decks.

Rating: 2 out of 5.

I don’t think providing resist to only Arthur is worth the 4 drop.

Rating: 1 out of 5.

Pacha is very underrated. All you need is 1 location and 1 item on turn 1 and 2, and you drop Pacha and get the 2 lore every turn. He also quest for 2 lore so can potentially catch your opponent off guard.

Rating: 3 out of 5.

Queen is great if you have more Queen. Shifting is also easier if your deck has a lot of The Queen. This copy can have very high lore if you have enough The Queen in your board.

Rating: 3 out of 5.

I tried to set this up before, it’s so painful because he is uninkable, and you need to put a lot of items as possible for him to be played at lower cost. 4 lore is nice, support is great too, just need a lot of effort to pull off.

Rating: 2 out of 5.

Chica allows you to draw each time you ramp twice in a turn. I don’t dislike it, but if need to ramp, turn 2 is the turn to do so, and you can use other effects to draw, which can trigger easily without ramping twice.

Rating: 2 out of 5.

This is a good stapler for an item deck, simply tap it to play an item of cost 5 or less for free. Expect him to be targeted after you land the hit effect. Do use him to play a 5 cost from discard if possible, if not it doesn’t make sense to use his effect.

Rating: 2 out of 5.

If you use her, you really need to play all Queen deck so you can draw more of then. Uninkable and Ward so not too bad. Can be your source of draw.

Rating: 2 out of 5.

Kuzco at 6 drop has relative lower stats, he can help to get rid of an item or location , however too expensive for item and location counter and the 4 ink to give resist is not cheap too.

Rating: 2 out of 5.

I feel like Mufasa don’t get the credit he is due. The moment you play him, you can get back 2 cards from your inkwell and what is amazing is that on your next turn when he quest, you can ready your inkwell so you can essentially play more cards next turn! He is a game changer and 8 cost in a Sapphire deck is not hard to trigger, probably 1 or 2 copy is enough.

Rating: 4 out of 5.

5 drop with 3 lore is nothing bad, can be a turn 3 or 4 play.

Rating: 3 out of 5.

1 drop to reduce a character’s strength is not too bad. Uninkable so probably not too many copies unless you are running an Inventor deck.

Rating: 3 out of 5.

1 drop inkable and Support with 2 strength is by far the best 1 drop supporting character ever. The extra strength can stop aggro decks and can allow efficient trades and in the late game can cause a lot of difference as well! Solid 1 drop!

Rating: 5 out of 5.

A good way to shift your 1 drop King Candy to a stronger character and also allows you to boost your hand. Shift 3 is an awkward position as you want to play a 4 cost on your turn 3, but can fit in well in some decks.

Rating: 3 out of 5.

A 5 drop character that allows more ramp, you can play your 7 cost way faster or even keep the cards in your hand and use Donald to ink for you this turn. Inkable too so can use him whenever necessary.

Rating: 4 out of 5.

Surprise to see healing characters in Sapphire, but 2 drop to heal can be an Amber thing and you want to focus on Ramping with Sapphire. Not terrible just doesn’t fit well with Blue.

Rating: 2 out of 5.

Your best ramp card out there. Turn 2 play and you can ink anything, even uninkable with Tipo. Inkable as well so great ramp card for any Sapphire deck.

Rating: 5 out of 5.

Ward is always an underrated keyword, Belle gives your other characters Ward till your next turn so nothing bad. You can get her out as fast as turn 3 and rush with other Princess and she gives them Ward to protect.

Rating: 3 out of 5.

Merlin is nice, search mechanic in the game is powerful because they are so rare. It’s a turn 4 or 5 play and you can search for any card to either gain back control or keep your momentum. High Willpower as well. Just need a lower cost Merlin to kick start.

Rating: 2 out of 5.

One of the best Filter card in the game. From the 5 cards, it’s almost easier to get the card you need, can be used on turn 2 or even late game to search for that one crucial card to turn the tide.

Rating: 4 out of 5.

Banishing your precious Item to draw cards and this card being Uninkable feels really awkward if you don’t wish to play it yet.

Rating: 1 out of 5.

2 Cost song to remove damage is not bad. Feels like Sapphire deck don’t really need to heal, the 2 drop can be used to fire up your engine.

Rating: 2 out of 5.

This card can work both ways, you can use it to banish your opponent’s item or location, you can also use against your own stuff to get that ramp. Maybe 1 copy to fight Item decks, can ink it if you don’t see items in your opponent’s play.

Rating: 3 out of 5.

1 cost card but acts as a form of ramp, you can put a low cost character that you no longer need into your inkwell and you can do this in mid game to ramp faster.

Rating: 3 out of 5.

One of the Item that can win you the game. Simply play it and use it with 2 ink to give someone 2 extra lore and that might allow you to win the game. It’s a cheesy way to win, don’t bet too much on it, probably 1 or 2 copies is enough. Inkable anyway.

Rating: 3 out of 5.

Unless you are playing an item deck, this item will not be useful. 2 ink to search for an item can come in handy, but why not just play items that allow draw instead.

Rating: 1 out of 5.

This is one of the high end Item that an item deck would need, if you can play this for free, it would be perfect. You can banish items and bring them back.

Rating: 3 out of 5.

This is also another Item deck card where you banish items to gain lore. Could be consistent for some item decks that prefer to rush.

Rating: 3 out of 5.

For Support characters to gain extra lore is nice, but the location cost is not cheap and the cost to enter is not cheap as well. The effort to bring that extra lore you could just bring another character into the field.

Rating: 1 out of 5.

This card is fun, I mean it’s only 1 cost and inkable, so you can play it and everyone reveals the top card of their deck. It’s like everyone can see each other’s card in hand and it makes surprise play less common. Your opponent would be annoyed when this card is out.

Rating: 3 out of 5.

⚪ Steel

Steel excels in indirect damage and resilience, often punishing opponents for their moves rather than striking head-on. Its cards can chip away at threats, remove key pieces efficiently, and provide sturdy defense when paired with other inks. Steel doesn’t always hit the hardest — but it controls the pace and wears opponents down over time.

The 2 damage is nice but 4 drop and uninkable and only 1 Strength feels a bit redundant since you can throw damage for far less.

Rating: 1 out of 5.

Jafar can cause a lot of problems for your opponent. Once you play him, your opponent lower cost characters can’t challenge, so go ahead with Questing and your opponent cannot do anything about it until they banish Jafar. 7 Willpower and if he doesn’t ever exert, that could be an issue.

Rating: 3 out of 5.

Simba is great in a challenger deck, where you can banish another character during challenges and then draw cards, good for draw engine in that deck.

Rating: 3 out of 5.

1 drop with 2 strength 2 willpower is decent but Steel have better 1 drops to focus on.

Rating: 2 out of 5.

4 Drop vanilla is a bit expensive unless you really need that 7 Willpower. I wish this Royal Guard has Bodyguard…

Rating: 1 out of 5.

1 Drop Mickey is nice, and the Resist makes him immune to all the 2 damage effects. A great 1 drop and cheapest Mickey you can find.

Rating: 3 out of 5.

2 drop Bodyguard is nice with 4 Willpower. Knight, Ally and Dwarf as well, so good for keyword triggers.

Rating: 3 out of 5.

Kronk is nice with a challenger but we 1 drop characters with 3 strength will outclass him already. Unless of course you need a lower cost Kronk for shift.

Rating: 3 out of 5.

A 5 drop 4 strength 5 Willpower Bodyguard with 2 lore will never disappoint. Ally too.

Rating: 3 out of 5.

Sneezy has decent stats, but the one time effect from a 4 drop feels a bit underwhelming. We have 3 drops that does the same so he is outclassed in that sense. Still has all the keywords so nothing bad.

Rating: 2 out of 5.

Dopey can help to deal 1 damage but you need another Knight, which is not hard to trigger but a 3 drop to deal only 1 damage feels expensive.

Rating: 1 out of 5.

If you play a challenger deck, you can consider 1 or 2 copies of Namaari and you can potentially play her for free. Once she is out, just quest with her because no one in the right mind will challenge someone with Resist 3.

Rating: 3 out of 5.

Snow White thrives the best with a board of Dwarves. Once the resists gets so high, no one will dare challenge her as well. 3 lore is crazy too. Maybe 2 copies is enough if you want to include her.

Rating: 3 out of 5.

Yzma can fit in a Challenger deck as well. As they challenge and banish a character, Yzma can deal 1 damage which can help you target ready characters or make banishing much easier from challenges. Uninkable so 1 or 2 copies is enough.

Rating: 3 out of 5.

Shift Kronk is great in a challenger deck as well, 6 Strength 6 Willpower can usually get rid of a lot of characters and you may start to play characters for free. I think having lower cost Kronk to shift into would be ideal. 1 or 2 copies is enough since the effect is not going to be easy to trigger and you might not have 5 drop character to play.

Rating: 3 out of 5.

Grumpy can give your Knights resist, but only if they are in a location. Can hit Evasive characters so nothing bad. You do need to put him in a location as soon as you play him as he only has 1 Willpower.

Rating: 2 out of 5.

This deck is so RNG but might just work and you can play a high cost Pete for free. I don’t think you should build a pure Pete deck though.

Rating: 1 out of 5.

Amazing stats and 3 lore, but 7 cost uninkable feels dangerous in the early game when it’s stuck in your hand.

Rating: 2 out of 5.

Bashful is only useful if Snow White is on the board, it’s a very niche play and probably one of the weaker Dwarves. But we have better Bodyguards for the same stats so he can be outclassed.

Rating: 1 out of 5.

2 drop with 2 lore is great. Strength and Willpower is good too.

Rating: 3 out of 5.

1 drop with 2 strength and can hit Evasive characters is great and Inkable as well makes him one of the options for your 1 drop.

Rating: 4 out of 5.

Item and Location counters are not needed now and 6 drop or shift 4 is still not cheap. I think we can skip him for now.

Rating: 1 out of 5.

One of the best Steel cards out there. Doc is able to replenish your hand, simply play him when you have no cards left and draw 2 new cards! You can also do so if you have cards in hand and the cards are not useful and you need to draw badly. 4 copies for Rush deck, 3 copies for others is fine.

Rating: 5 out of 5.

Arthur has good stats with 3 lore, but his play effect can only be triggered once, so you have to make sure that Challenger, Resist counts. Uninkable so 1 or 2 copies is enough, probably can fit into a challenger deck.

Rating: 3 out of 5.

Pete is another excellent Steel card, he blocks any Action play for your opponent next turn, so no actions no songs and you can safely quest with your characters, not worrying about the board wipe or indirect damage or any removals from action cards. Inkable and solid stats as well.

Rating: 5 out of 5.

AOE damage is always welcome, as it can bypass Ward. If Evasive characters gets too out of control, this card might see a lot more in play.

Rating: 3 out of 5.

3 drop song that allows draw effect is great and the cherry on top is that you get to block a character from challenging so at least your characters is safe from the challenge.

Rating: 4 out of 5.

Giving Resist and Evasive is nice, it allows you to safeguard a character so nothing bad.

Rating: 3 out of 5.

Food Fight is a late game card, because you need to play 1 cost for this, then 1 ink per character per 1 damage. Unkinkable as well, you might as well play other action cards that has consistent damage.

Rating: 1 out of 5.

1 drop inkable to provide resist is nice when you need to. However, I do feel that you can invest in better 1 drop characters instead as they provide more value.

Rating: 1 out of 5.

4 drop to give resist 2 to different characters every turn is nice but this card being uninkable means you shouldn’t put more than 1 copy to play it. Let’s not waste 4 ink for this.

Rating: 1 out of 5.

6 drop just to deal 1 damage to a character every turn feels too expensive. Uninkable makes it worst.

Rating: 1 out of 5.

This is not easy to set up, but if you do, you can get some cost advantage, imagine playing a high cost character for 3 cost. Provides 1 lore as well. A bit niche play but could work.

Rating: 2 out of 5.

A great location for Dwarves. You can pay 2 cost to play this and it provides 1 lore every turn. Then move them to the location and they can deal 2 damage each turn. Having more Mines would be great too, very fitting in the Snow White and 7 Dwarves deck or just 2 copies if your deck have at least 8 Dwarves to potentially trigger this.

Rating: 3 out of 5.

💎Enchanted

In each case of booster packs, you can typically expect around one Enchanted card — though some unlucky cases might have none at all. That rarity makes Enchanted cards truly precious collector pieces!

These cards feature alternate artwork of existing cards from the same set. They don’t affect gameplay, but they stand out as highly desirable collectibles thanks to their unique presentation and limited pull rate.

Some Enchanted cards also hold notable resale or trade value, depending on the character’s popularity and competitive relevance.

For this section, I’ll focus on their cost and collectability instead of gameplay performance. Since market prices fluctuate over time, I’ll use the following value rating system instead of fixed dollar amounts:

💰 = Very affordable — you won’t feel a pinch picking this up
💰💰 = Reasonable — roughly the price of a few boosters
💰💰💰 = Premium tier — approaching or hitting the three-digit mark
💰💰💰💰 = Expensive — comparable to the cost of a booster box
💰💰💰💰💰 = Luxury tier — your wallet wants to have a word with you

Prince Naveen is a somewhat playable card, which adds a bit of demand to his Enchanted version, though the price hasn’t reached anything crazy yet.

The artwork captures his charming personality well, with a bright, confident pose that matches his energy. It’s elegant without overdoing it, and the shimmering foil background gives it a nice celebratory touch fitting for Shimmering Skies.

A solid Enchanted card with both casual and collector appeal.

💰💰💰

Vanellope shines in her Enchanted form, featuring her signature mischievous smile and her princess outfit. The artwork does a great job of blending her playful energy with a regal touch.

I’m honestly surprised that her price isn’t higher, especially since princess cards usually attract a strong collector following. Perhaps her relatively modest gameplay presence keeps her from skyrocketing in value.

A vibrant and personality-filled Enchanted that perfectly captures Vanellope’s dual identity: a racer and princess!

💰💰

The Enchanted Revive show case a different side of Mother Gothel. The rare version shows her unconscious state and the enchanted shows her revival state, which compliments the card name.

The background is also simpler compared to the other 2 Amber Enchanted and the card itself is also not playable which makes this an affordable Enchanted.

Take nothing away from the artist, I think the art is beautiful, just the character and card effect plays a part in the price.

💰💰

Enchanted Archimedes feels so lively and happy. It’s so different from the Uncommon card and he does feel a lot more Electrified here.

The art features a magical background which is unique on it’s own. I believe the fact that it’s an uncommon card makes it lower in value and Archimedes is not a common favourite character for many.

💰💰

Olaf is really a happy passenger here, with so many different snowman surrounding him and you can see his happiness glowing over the card.

The card itself is not playable so that does affect the card value I feel. However, I think anyway who enjoys a happy snowman will value this card nevertheless.

💰💰

Finders Keeper is such a beautiful card. We see Iago carrying the lamp and we can feel him travelling from afar (not Jafar haha) to his location.

This is a very playable card, it’s uncommon but doesn’t change the fact it’s playable. It’s not cheap so if you do pull this card, congrats to you!

💰💰💰

The Super Rare version of Clarabelle doesn’t see her dancing so crazily but this Enchanted version looks amazing. The glow from her sounds her elegance and really pairs well with her effect that allows you to draw as many cards as your opponent.

The Super Rare itself is an expensive card, so the enchanted will be expensive too. This is the one of the most expensive card in the set, so if you manage to pull this, this is really your lucky day!

💰💰💰💰

Scar feels evil here, I mean he even has a spirit version of Simba on his paws and seems like he is planning something vicious. The whole Auro of the card can sense his vengefulness.

The card effect is okay which block him from being overly expensive, but he is no where cheap, actually none of the enchanted are cheap.

💰💰

Seeing this card I can imagine Dwayne Johnson singing this song. Maui looks reallly happy and the background suits him with this Tatoo minis dancing along with him. The card does spread joy.

The card effect is useful so people might pay to enchant their deck.

💰💰💰

Chef Donald is looking for a battle here. The art you can see him protecting his pie with his pan armor and Whisk Mixer. I am not sure why there are flying food around but that makes the card special and a joy to look at!

Again the card is slightly more affordable as the card doesn’t see much game play.

💰💰

Robin Hood is celebrating, probably due to him manage to save a poor family from poverty. The background features firework and him shooting celebratory arrows. You can see his happiness and also aligns with his sharpshooter gimmick.

This is a playable and good Super Rare card, so the Enchanted version does have some price to it as well.

💰💰💰

Location enchanted for some reason doesn’t have the same appeal as characters, but that in no way makes them any bad in design!

The art itself really show case the location and that they are really having a party inside the Back Room. It definitely has a different feels compared to the uncommon version, it feels like a zoom in to the party.

Not a meta card game effect but not a terrible art at all, maybe the appeal for location isn’t that which makes it a cheaper enchanted. It’s still cost money so don’t feel bad for pulling it!

💰

Who doesn’t love a Mufasa Enchanted. I do feel like the art itself although has a lot of elegance to it, might not be the best Enchanted art out there.

Still the price is crazy because it’s the King, and he is playable in some match up, so people naturally want to get this card and when they do, there will be a market for this. I really enjoy the art, but the price itself is ridiculous, but hey, if you really like Mufasa, I can’t stop you from buying it!

💰💰💰💰💰

King Candy feels vicious, and the Enchanted card you can clearly see this angle of his expression as if he has something sinister planned out! It’s not a complex design but it does showcase the characters.

The price is reasonable as the character might not be a lot of people’s favourite and the card itself is alright. Still it’s not as cheap as you think so if you do pull it, it’s an enchanted after all!

💰💰

You can see Prince John not as happy with all the gold he has. I am not sure if he will banish any of his precious gold but it feels suitable with the card effect. The pot of gold does look appealing if you like money.

Prince John is not a common favourite for most and the card is not useful, so the value does maintains after a while.

💰💰

Snow White feels alright here. This card show case her Knight variant and game effect. She does have her traditional sparrow in the art so that’s nice. It feels a bit simple with the storybook cloud as the background. Some might not appreciate it but it’s a classic Disney princess so nothing to not love about the card.

The market price shows that it is affordable as of now, so if you are a Snow White fan, why not grab a copy of this!

💰💰

I love the King Arthur art here. It feels like he just pulled the Sword out from the rock and the Sword is so Gigantic. The art itself is also simpler but sometimes simplicity is great.

The card effect and the character itself might be the factor to determine the market price.

💰💰

Our last enchanted is another location enchanted. This is the Villain Support Center that shows the set up before the meeting.

Compared to the Rare version, the bad guys are different, here you can see Ralph with the eye monster instead. It’s an enchanted after all, so even if the value is not high, it’s still higher than most playable cards in the set!

💰

Conclusion

Shimmering Skies feels like a breath of fresh air for Lorcana but instead celebrates what makes it fun. The set captures a light hearted, festive tone that fits perfectly after Ursula’s Return, offering both competitive and casual players new toys to experiment with.

From a gameplay standpoint, there’s solid depth across most ink colors, some of the stapler cards are here, like our Rush Daisy, Exert Elsa, Shift Clarebelle, Ramp Tippo, Action stopper Pete, Knight Doc and a lot more underrated cards!

From a collector’s perspective, the Enchanted lineup absolutely shines. While not every card will break the bank, each Enchanted adds a touch of magic to the binder and reinforces how Lorcana continues to blend gameplay with artistry.

Overall, Shimmering Skies is one of the most enjoyable and cohesive ones so far, it’s a fitting start to the modern rotation and a strong showcase of what Lorcana can be when it leans into its charm and character.

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Hello fellow Illumineers! This site is dedicated to all things Disney Lorcana — from sealed event tips and deck-building guides to Enchanted and Iconic card reviews. Whether you’re new to the game or a seasoned player, I share insights, strategies, and fun discussions to help you enjoy Lorcana even more!


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